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12 Commits
Author SHA1 Message Date
Brues 98b4ae14e7 totem: add GetTotemDuration(slot)
Returns the slot's active totem total duration in seconds (0 when none) —
the totem's full lifetime from cast, same value as GetTotemInfo's 4th
return, companion to GetTotemTimeLeft. Reads the tracker's durationMs.
Verified in-game (constant 45 while time-left counts down).
2026-07-20 21:27:58 -05:00
Brues 8d957eb424 totem: add TargetTotem(slot)
Target the player's totem in a slot (1-4). Looks up the totem creature's
live GUID (object-manager scan for the player-owned creature of the
slot's tracked entry) and sets the target via FUN_00489a40 — the
set-target-by-GUID path Script_TargetUnit uses after its token→GUID
resolve. No-op when the slot is empty or the totem isn't visible. Added
Offsets::FUN_TARGET_BY_GUID.
2026-07-20 21:25:34 -05:00
Brues 78618ea2cc totem: add GetTotemTimeLeft(slot)
Returns seconds remaining before the slot's totem auto-destroys (0 when
no totem is active), computed from the existing Totem::Tracker's
startMs + durationMs. Slots 1-4 = Fire/Earth/Water/Air. Verified in-game
counting down.
2026-07-20 21:11:01 -05:00
Brues 1a4583e16e totem: fire PLAYER_TOTEM_UPDATE on slot changes
Backport the TBC PLAYER_TOTEM_UPDATE(totemSlot) event (absent from
vanilla's table, so reserved as a custom event) on top of the existing
Totem::Tracker. Every slot state change marks a dirty bit — the cast
path (SpellGo), duration expiry, and the WorldTick death-scan removal —
and OnTick flushes the dirty slots with Fire(id, "%d", slot). Flushing
from the tick keeps Lua handlers out of mid-packet context. Drops fire
next frame; removals within the ~250ms scan interval. Verified in-game.
2026-07-20 21:04:15 -05:00
Brues a20e1206fb totem: add GetTotemInfo(slot) with a self-tracking totem subsystem
Vanilla 1.12 tracks nothing about totems client-side (the totem bar,
PLAYER_TOTEM_UPDATE, and GetTotemInfo are all TBC additions), so
Totem::Tracker tracks the four element slots itself — data-driven:

- Slot from the summon spell's Spell.dbc effect (87-90 =
  SUMMON_TOTEM_SLOT1..4 = Fire/Earth/Water/Air; slot = effect - 86).
- Creature entry from the effect's EffectMiscValue (for death detection).
- Duration from SpellDuration.dbc via the engine duration helper.
- haveTotem tool item from the spell's Totem[0] field (0xA0) — the totem
  the spell requires (a tool, not a consumed reagent) — resolved from the
  player's spellbook on SPELLS_CHANGED, not hardcoded.

Casts are observed through Aura::Source's existing SMSG_SPELL_GO hook (a
one-line notify before its aura gate, since a summon applies no aura) —
no new hook, respects one-hook-per-target. Tool items resolve on
SPELLS_CHANGED (a no-arg event via the shared Event::SignalHook), when
the spellbook is populated. A slot clears when its duration elapses OR
when the totem creature disappears early (killed / Totemic Recall /
destroyed), detected by a throttled WorldTick object-manager scan for the
player-owned creature of that entry (seen-then-gone latch; CreatedBy ==
player so another shaman's same-entry totem can't mask yours).

GetTotemInfo returns haveTotem, totemName, startTime, duration, icon,
modRate=1, spellID. Turtle-custom totems are tracked automatically.
Also exposes Item::Count::InInventory (equipped + bags) as a shared
helper for the tool-presence check. Verified in-game: Earthbind lands in
slot 2, haveTotem reflects the Earth Totem tool, and Totemic Recall
clears the slot early.
2026-07-20 20:53:01 -05:00
Brues 9f67cade87 unit: add UnitOwnerGUID(unit)
Returns the GUID string of a unit's owner — the summoner of a
pet/guardian/totem or the charmer of a charmed unit — or nil for
players, world creatures, and unresolved units. Reuses Unit::Pet's
existing OwnerGuid helper (CharmedBy, else CreatedBy in m_objectFields),
the same field the pet predicates share. Verified in-game:
UnitOwnerGUID('target') == UnitGUID('targetowner').
2026-07-20 18:35:47 -05:00
Brues 8629e13e1f gameobject: add ClosestGameObjectPosition(gameObjectID)
Returns xPos, yPos, distance for the nearest visible game object of a
given GO-template ID, or nothing when none is in range — the game-object
counterpart of ClosestUnitPosition.

Extract the shared visible-object-manager scan into
Object::ClosestByEntry (object/ClosestByEntry.{h,cpp}): enumerate visible
objects, match GUID type + template entry (bits 24-47), return the
closest one's world position + center distance. Both ClosestUnitPosition
(TYPEMASK_UNIT / Creature) and ClosestGameObjectPosition
(TYPEMASK_GAMEOBJECT / GameObject) are now thin wrappers over it;
ClosestUnitPosition behavior is unchanged.

Same retail-vs-vanilla caveat as the unit version: returns the nearest
CURRENTLY-VISIBLE object rather than reading retail's static starting-
zone database (which vanilla lacks). Documented in docs/API.md.
2026-07-20 18:26:46 -05:00
Brues ca9bfbab5e unit: add ClosestUnitPosition(creatureID)
Returns xPos, yPos, distance for the nearest creature of a given NPC
entry ID, or nothing when none is in range. Walks the visible-object
manager (Loot::Nearby pattern), matches creatures whose GUID encodes
the entry (bits 24-47, per guid/CreatureInfo), and returns the closest
one's world position + center distance in yards.

Semantic note: retail's ClosestUnitPosition reads a static client spawn
database (starting-zone mobs only); vanilla 1.12 has none, so this
returns the nearest CURRENTLY-VISIBLE creature of that entry (anywhere)
— more general than retail, but can't point at un-synced spawns.
Documented in docs/API.md.
2026-07-20 18:18:52 -05:00
Brues 8fdc767cc7 item: add Enum.ItemQuality
Poor=0 through Artifact=6, matching the numeric quality GetItemInfo /
C_Item.GetItemQuality report. Heirloom (7) and WoWToken (8) are omitted
— no such items exist on 1.12. Registered in src/item/TypeInfo.cpp
alongside Enum.ItemClass / Enum.InventoryType. Docs + README updated.
2026-07-20 17:36:47 -05:00
Brues aa31c25be5 item: add GetItemClassInfo, GetItemSubClassInfo global, Enum.ItemClass
- GetItemClassInfo(classID) -> localized ItemClass.dbc name, registered
  as both a global and C_Item.GetItemClassInfo. Obsolete class slots
  return the client's literal "...(OBSOLETE)" string.
- GetItemSubClassInfo(classID, subClassID) exposed as a global (the
  C_Item form already existed); returns name + the armor-material bool.
- Enum.ItemClass: 0..15 with modern key names on the obsolete slots
  (Gem/ItemEnhancement/CurrencyTokenObsolete/PermanentObsolete), plus
  post-vanilla 16..19 for parity, matching the Enum.InventoryType
  precedent in the same module.

All added to src/item/TypeInfo.cpp alongside the existing subclass /
inventory-type surface. Docs + README updated.
2026-07-20 17:27:28 -05:00
Brues 29aafe88f8 turtle: move combo-finisher & armor-healing custom data out of stock
Two pieces of hardcoded Turtle-specific data were embedded in stock
modules; relocate them to src/turtle/ behind extension points so the
stock code carries only generic mechanism.

- aura/ComboDuration: add an AutoDanglingResolver extension point; the
  stock module keeps the dangling-row detection + scaling formula, and
  Turtle's reworked-Rip base/max values move to
  src/turtle/ComboDuration.cpp. Not gated on Turtle::Detected() — the
  dangling-row condition stays the gate (gate on the bug, not the
  realm), preserving prior behavior exactly.

- spell/BonusDamage: add a Spell::HealingAura resolver extension point;
  the stock GetSpellBonusHealing decoder keeps auras 135 (flat) and 175
  (xSpirit), and Turtle's Ironclad aura 199 (xArmor) moves to
  src/turtle/HealingAura.cpp, gated on Turtle::Detected() (an aura index
  is a generic slot that could collide on another server).

Behavior is unchanged on Turtle; both extractions are pure relocation.
2026-07-20 16:49:45 -05:00
Brues 461f15a4a6 item: derive bag family from (class, subclass) for bags with empty field
Turtle's item data leaves m_bagFamily at 0 on the bags/quivers
themselves — the four profession bags (Soul/Herb/Enchanting/
Engineering, Container class) and quivers/ammo pouches (Quiver
class) all read 0, so C_Item.GetItemFamily and
C_Container.GetContainerNumFreeSlots reported 0 for them even
though the tooltip clearly shows "Soul Bag" etc. Recover the family
from the item's class + subclass instead (keyed on class because
subclass numbers repeat: Container sub 2 = Herb Bag, Quiver sub 2 =
Quiver). Loot items keep carrying the field directly.

Factored the derivation into a shared Item::BagFamily helper
(BitmaskForRecord) used by both GetItemFamily and the free-slot
functions, so a bag and the items it holds always agree on the
family bit. Side effect: CalculateTotalNumberOfFreeBagSlots now
correctly excludes specialty bags from the general free-slot total.

Non-stock data lives in its own module: src/turtle/ with a
TURTLE_WOW_VERSION-based Turtle::Detected() gate (no realm sniffing)
and the custom Meat/Fish/Leather/Mining families (ItemBagFamily.dbc
rows 10-13) plugged into Item::BagFamily via an AutoResolver
extension point, so the stock table stays pure vanilla.
2026-07-20 16:38:42 -05:00
28 changed files with 1936 additions and 116 deletions
+7 -3
View File
@@ -35,13 +35,13 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [Focus](docs/API.md#focus) | `ClearFocus`, `FocusUnit` |
| [Frame](docs/API.md#frame) | `region:SetPoint("point")` (one-arg form), `region:SetSize`, `region:GetSize`, `frame:SetShown`, `frame:SetResizeBounds`, `frame:HookScript`, `frame:IsEventRegistered` |
| [FriendList](docs/API.md#friendlist) | `C_FriendList.IsWhoQueryPending`, `C_FriendList.SendWhoQueryByName` |
| [GameObject](docs/API.md#gameobject) | `C_GameObjectInfo.GetGameObjectInfoByID`, `C_GameObjectInfo.RequestLoadGameObjectByID` |
| [GameObject](docs/API.md#gameobject) | `C_GameObjectInfo.GetGameObjectInfoByID`, `C_GameObjectInfo.RequestLoadGameObjectByID`, `ClosestGameObjectPosition` |
| [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) | `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.GetItemInfo`, `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.IsConsumableItem`, `C_Item.IsEquippableItem`, `C_Item.IsEquippedItem`, `C_Item.IsItemDataCached`, `C_Item.IsItemDataCachedByID`, `C_Item.IsItemGUIDInInventory`, `C_Item.IsItemInRange`, `C_Item.IsItemOpenable`, `C_Item.IsLocked`, `C_Item.LockItem`, `C_Item.LockItemByGUID`, `C_Item.PickupItem`, `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` |
| [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.GetItemInfo`, `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.GetItemClassInfo`, `C_Item.GetItemSubClassInfo`, `C_Item.GetItemUniqueness`, `C_Item.GetItemUniquenessByID`, `C_Item.GetStackCount`, `C_Item.GetWeaponEnchantInfo`, `C_Item.IsBound`, `C_Item.IsConsumableItem`, `C_Item.IsEquippableItem`, `C_Item.IsEquippedItem`, `C_Item.IsItemDataCached`, `C_Item.IsItemDataCachedByID`, `C_Item.IsItemGUIDInInventory`, `C_Item.IsItemInRange`, `C_Item.IsItemOpenable`, `C_Item.IsLocked`, `C_Item.LockItem`, `C_Item.LockItemByGUID`, `C_Item.PickupItem`, `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`, `GetItemClassInfo`, `GetItemIcon`, `GetItemSubClassInfo`, `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` |
@@ -63,9 +63,10 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [Talent](docs/API.md#talent) | `GetTalentIDByIndex`, `GetTalentSpellID` |
| [TaxiMap](docs/API.md#taximap) | `C_TaxiMap.GetTaxiNodesForMap`, `C_TaxiMap.GetAllTaxiNodes` |
| [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` |
| [Totem](docs/API.md#totem) | `GetTotemInfo`, `GetTotemTimeLeft`, `GetTotemDuration`, `TargetTotem` |
| [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`, `UnitCreatureFamilyID`, `UnitCreatureTypeID`, `UnitDistanceSquared`, `UnitGUID`, `UnitInLineOfSight`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsMinion`, `UnitIsOtherPlayersPet`, `UnitIsPet`, `UnitIsPossessed`, `UnitPower`, `UnitPowerMax`, `UnitPowerType`, `UnitRaceBase`, `UnitStandState`, `UnitSubName`, `UnitTokenFromGUID` |
| [Unit](docs/API.md#unit) | `ClosestUnitPosition`, `GetUnitSpeed`, `UnitClassBase`, `UnitCreatureFamilyID`, `UnitCreatureTypeID`, `UnitDistanceSquared`, `UnitGUID`, `UnitInLineOfSight`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsMinion`, `UnitIsOtherPlayersPet`, `UnitIsPet`, `UnitIsPossessed`, `UnitOwnerGUID`, `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` |
@@ -144,6 +145,7 @@ when launching with `-console`), not as Lua functions. See the
| `PLAYER_STOPPED_MOVING` | *(none)* |
| `PLAYER_STARTED_TURNING` | *(none)* |
| `PLAYER_STOPPED_TURNING` | *(none)* |
| `PLAYER_TOTEM_UPDATE` | `totemSlot` |
| `QUEST_ACCEPTED` | `questLogIndex, questID` |
| `QUEST_DATA_LOAD_RESULT` | `questID, success` |
| `QUEST_REMOVED` | `questID` |
@@ -166,6 +168,8 @@ when launching with `-console`), not as Lua functions. See the
| Addon security | `Enum.AddOnSecurityStatus.{Secure,Insecure,Banned,NotAvailable}` |
| Power type | `Enum.PowerType.{HealthCost,None,Mana,Rage,Focus,Energy,Happiness}` |
| Inventory type | `Enum.InventoryType.Index*Type` (0–34, e.g. `IndexHeadType`=1 … `IndexRelicType`=28) |
| Item class | `Enum.ItemClass.{Consumable,Container,Weapon,Gem,Armor,Reagent,Projectile,Tradegoods,ItemEnhancement,Recipe,Quiver,Questitem,Key,Miscellaneous,…}` (0–19) |
| Item quality | `Enum.ItemQuality.{Poor,Common,Uncommon,Rare,Epic,Legendary,Artifact}` (0–6) |
### Unit tokens
+318 -34
View File
@@ -96,6 +96,7 @@ build instructions.
- [Events](#events)
- [`C_EventUtils.IsEventValid(eventName)`](#c_eventutilsiseventvalideventname)
- [`PLAYER_ENTERING_WORLD` payload (`isInitialLogin`, `isReloadingUi`)](#player_entering_world-payload-isinitiallogin-isreloadingui)
- [`PLAYER_TOTEM_UPDATE` event](#player_totem_update-event)
- [`BAG_UPDATE_DELAYED` event](#bag_update_delayed-event)
- [`PLAYER_EQUIPMENT_CHANGED` event](#player_equipment_changed-event)
- [`UPDATE_INVENTORY_DURABILITY` event](#update_inventory_durability-event)
@@ -155,6 +156,7 @@ build instructions.
- [GameObject](#gameobject)
- [`C_GameObjectInfo.GetGameObjectInfoByID(gameObjectID)`](#c_gameobjectinfogetgameobjectinfobyidgameobjectid)
- [`C_GameObjectInfo.RequestLoadGameObjectByID(gameObjectID)`](#c_gameobjectinforequestloadgameobjectbyidgameobjectid)
- [`ClosestGameObjectPosition(gameObjectID)`](#closestgameobjectpositiongameobjectid)
- [GameTooltip](#gametooltip)
- [`GameTooltip:SetSpellByID(spellID)`](#gametooltipsetspellbyidspellid)
@@ -179,6 +181,8 @@ build instructions.
- [`LE_UNIT_STAT_*`](#le_unit_stat_)
- [`Enum.AddOnSecurityStatus`](#enumaddonsecuritystatus)
- [`Enum.InventoryType`](#enuminventorytype)
- [`Enum.ItemClass`](#enumitemclass)
- [`Enum.ItemQuality`](#enumitemquality)
- [`Enum.PowerType`](#enumpowertype)
- [Gossip](#gossip)
@@ -231,7 +235,8 @@ build instructions.
- [`C_Item.GetItemSpell(item)`](#c_itemgetitemspellitem)
- [`C_Item.GetItemStatDelta(itemLink1, itemLink2)`](#c_itemgetitemstatdeltaitemlink1-itemlink2)
- [`C_Item.GetItemStats(itemLink)`](#c_itemgetitemstatsitemlink)
- [`C_Item.GetItemSubClassInfo(classID, subClassID)`](#c_itemgetitemsubclassinfoclassid-subclassid)
- [`GetItemClassInfo(classID)`](#getitemclassinfoclassid)
- [`GetItemSubClassInfo(classID, subClassID)` / `C_Item.GetItemSubClassInfo(classID, subClassID)`](#getitemsubclassinfoclassid-subclassid--c_itemgetitemsubclassinfoclassid-subclassid)
- [`C_Item.GetItemUniqueness(itemLocation)` / `C_Item.GetItemUniquenessByID(item)`](#c_itemgetitemuniquenessitemlocation--c_itemgetitemuniquenessbyiditem)
- [`C_Item.GetStackCount(itemLocation)`](#c_itemgetstackcountitemlocation)
- [`C_Item.IsBound(itemLocation)`](#c_itemisbounditemlocation)
@@ -457,6 +462,12 @@ build instructions.
- [`C_DateAndTime.GetServerTimeLocal()`](#c_dateandtimegetservertimelocal)
- [`C_DateAndTime.GetSecondsUntilDailyReset()`](#c_dateandtimegetsecondsuntildailyreset)
- [Totem](#totem)
- [`GetTotemInfo(slot)`](#gettoteminfoslot)
- [`GetTotemTimeLeft(slot)`](#gettotemtimeleftslot)
- [`GetTotemDuration(slot)`](#gettotemdurationslot)
- [`TargetTotem(slot)`](#targettotemslot)
- [TradeSkillUI](#tradeskillui)
- [`C_TradeSkillUI.GetTradeSkillListLink()`](#c_tradeskilluigettradeskilllistlink)
- [`C_TradeSkillUI.GetCraftListLink()`](#c_tradeskilluigetcraftlistlink)
@@ -482,10 +493,12 @@ build instructions.
- [`UnitIsMinion(unit)`](#unitisminionunit)
- [`UnitIsPet(unit)`](#unitispetunit)
- [`UnitIsOtherPlayersPet(unit)`](#unitisotherplayerspetunit)
- [`UnitOwnerGUID(unit)`](#unitownerguidunit)
- [`UnitStandState(unit)`](#unitstandstateunit)
- [`UnitInRange(unit)`](#unitinrangeunit)
- [`UnitDistanceSquared(unit)`](#unitdistancesquaredunit)
- [`UnitInLineOfSight(unit)`](#unitinlineofsightunit)
- [`ClosestUnitPosition(creatureID)`](#closestunitpositioncreatureid)
- [`UnitPower(unit [, powerType])` / `UnitPowerMax(unit [, powerType])`](#unitpowerunit--powertype--unitpowermaxunit--powertype)
- [`UnitPowerType(unit)`](#unitpowertypeunit)
@@ -1381,17 +1394,18 @@ for bag = 0, 4 do
end
```
> **Vanilla `bagType` is sparse.** On Turtle WoW (1.12.1), only Light
> Quiver actually carries a populated BagFamily field among the bags
> we tested. Soul Pouch, Enchanting Bag, Herb Pouch, etc. all return
> 0 here even though their classification clearly implies a family —
> the vanilla server data simply doesn't fill the field for those.
> For bag-category discrimination, prefer reading `(class, subClass)`
> from [`C_Item.GetItemInfoInstant`](#c_itemgetiteminfoinstantitem).
> The same field on **individual loot items** (arrows, bullets,
> shards, herbs) IS populated reliably — use
> [`C_Item.GetItemFamily`](#c_itemgetitemfamilyitem) for routing
> decisions.
> **`bagType` is derived for specialty bags.** Bags leave the raw
> BagFamily field empty in Turtle's data (Soul Bag, Herb Bag, quiver,
> ammo pouch, … all read 0). We fall back to deriving the family from the
> bag's class + subclass, so a Soul Bag reports `0x4` here, a quiver
> `0x1`, an ammo pouch `0x2` — the same values
> [`C_Item.GetItemFamily`](#c_itemgetitemfamilyitem) reports for both
> the bag and the items it holds. This also means
> `CalculateTotalNumberOfFreeBagSlots` now correctly excludes specialty
> bags from the general-purpose free-slot total (it previously counted
> them, since the raw field was 0). Note the Turtle custom families
> (Meat/Fish/Leather/Mining, `0x200`–`0x1000`) collide with retail's
> bit meanings — see the `GetItemFamily` family table for the caveat.
> **The bitmask encoding matches modern.** `bagType` is the bit
> position (`1 << (familyID - 1)`), not the raw 1.12-stored familyID,
@@ -2256,6 +2270,30 @@ the payload. The flags are derived from whether the in-game Lua state was
just (re)built (login/`reload`) and whether we just came through the
glue/login screen — no `PLAYER_ENTERING_WORLD`-specific engine hook.
### `PLAYER_TOTEM_UPDATE` event
Backports the TBC event (absent from vanilla's table, so reserved as a
custom event). Fires with `arg1 = totemSlot` (1 Fire, 2 Earth, 3 Water,
4 Air) whenever a totem is dropped, expires, or is destroyed early
(killed / Totemic Recall) — the companion event to
[`GetTotemInfo`](#gettoteminfoslot).
```lua
local f = CreateFrame("Frame")
f:RegisterEvent("PLAYER_TOTEM_UPDATE")
f:SetScript("OnEvent", function()
local slot = arg1
local have, name, start, duration, icon = GetTotemInfo(slot)
-- re-read the changed slot
end)
```
Driven by the same [`GetTotemInfo`](#gettoteminfoslot) tracker: the drop
is detected from `SMSG_SPELL_GO`, removal from the WorldTick object-manager
scan, and the event is flushed from the tick (so handlers run in a safe
context, not mid-packet). Removal detection carries up to the tracker's
scan interval (~250 ms) of latency; drops fire on the next frame.
### `BAG_UPDATE_DELAYED` event
Fires (with no payload) once per frame in which any `BAG_UPDATE`
@@ -3588,6 +3626,26 @@ end)
C_GameObjectInfo.RequestLoadGameObjectByID(7000032)
```
### `ClosestGameObjectPosition(gameObjectID)`
Returns `xPos, yPos, distance` — the world position of the nearest game
object with the given GO-template ID, and its distance from the player in
yards. Returns nothing (nil) when no matching object is in range.
```lua
local x, y, dist = ClosestGameObjectPosition(1617) -- nearest Herb Bush, etc.
if x then
-- x, y = world coords; dist = yards from the player
end
```
The game-object counterpart of
[`ClosestUnitPosition`](#closestunitpositioncreatureid) — same visible-
object-manager scan, filtered to game objects (GUID prefix `0xF110`).
Same retail-vs-vanilla caveat: this finds the nearest **currently-visible**
object of that entry rather than reading retail's static starting-zone
database (which vanilla ships no equivalent of).
## GameTooltip
### `GameTooltip:SetItemByID(itemID)`
@@ -4299,6 +4357,53 @@ post-vanilla and included for parity — vanilla items never report them.
if C_Item.GetItemInventoryType(loc) == Enum.InventoryType.IndexHeadType then ...
```
### `Enum.ItemClass`
The item-class enum — the numeric `classID` reported as the 12th return
of [`GetItemInfo`](#c_itemgetiteminfoiteminfo) and taken by
[`GetItemClassInfo`](#getitemclassinfoclassid) /
[`GetItemSubClassInfo`](#getitemsubclassinfoclassid-subclassid). The
numeric values match retail; the obsolete slots keep their modern key
names even though `ItemClass.dbc` labels them `"…(OBSOLETE)"`.
| Value | Field | Value | Field |
|------:|-------|------:|-------|
| 0 | `Consumable` | 8 | `ItemEnhancement` |
| 1 | `Container` | 9 | `Recipe` |
| 2 | `Weapon` | 10 | `CurrencyTokenObsolete` |
| 3 | `Gem` | 11 | `Quiver` |
| 4 | `Armor` | 12 | `Questitem` |
| 5 | `Reagent` | 13 | `Key` |
| 6 | `Projectile` | 14 | `PermanentObsolete` |
| 7 | `Tradegoods` | 15 | `Miscellaneous` |
Values `16..19` (`Glyph`, `Battlepet`, `WoWToken`, `Profession`) are
post-vanilla and included for parity — vanilla items never report them.
```lua
if select(12, GetItemInfo(id)) == Enum.ItemClass.Weapon then ...
```
### `Enum.ItemQuality`
The item-quality enum — the numeric `quality` reported by
[`GetItemInfo`](#c_itemgetiteminfoiteminfo) /
[`C_Item.GetItemQuality`](#c_itemgetitemqualityitemlocation--c_itemgetitemqualitybyiditem).
| Value | Field | Value | Field |
|------:|-------|------:|-------|
| 0 | `Poor` | 4 | `Epic` |
| 1 | `Common` | 5 | `Legendary` |
| 2 | `Uncommon` | 6 | `Artifact` |
| 3 | `Rare` | | |
The post-vanilla `Heirloom` (7) and `WoWToken` (8) tiers are omitted —
no such items exist on 1.12.
```lua
if select(3, GetItemInfo(id)) == Enum.ItemQuality.Epic then ...
```
### `Enum.PowerType`
The integer enum `UnitPowerType` returns and `UnitPower` /
@@ -4946,15 +5051,37 @@ C_Item.GetItemFamily(2447) -- 32 (Peacebloom → herb bag-family)
C_Item.GetItemFamily(6948) -- 0 (Hearthstone → general-purpose)
```
Bitmask values match modern WoW's encoding (`1 << (familyID - 1)`):
Bitmask values follow the vanilla `ItemBagFamily.dbc` IDs converted to
the modern bitmask form (`1 << (familyID - 1)`). The IDs 1–9 match
retail exactly; **10–13 are Turtle WoW custom families** (retail vanilla
1.12 stops at Keys):
| Bit | Value | Family |
|-----|-------|--------|
| 0 | 1 | Quiver (arrows) |
| 1 | 2 | Ammo Pouch (bullets) |
| 2 | 4 | Soul Shard Bag |
| 5 | 32 | Herb Bag |
| 6 | 64 | Enchanting Bag (modern) |
| Bit | Value | Raw ID | Family | Notes |
|-----|--------|--------|-----------------------|-------|
| 0 | 1 | 1 | Quiver (arrows) | |
| 1 | 2 | 2 | Ammo Pouch (bullets) | |
| 2 | 4 | 3 | Soul Bag | |
| 5 | 32 | 6 | Herb Bag | |
| 6 | 64 | 7 | Enchanting Bag | |
| 7 | 128 | 8 | Engineering Bag | |
| 8 | 256 | 9 | Keyring | |
| 9 | 512 | 10 | **Meat Bag** (Turtle) | ⚠ collides with retail's Gem Bag (`0x200`) |
| 10 | 1024 | 11 | **Fish Bag** (Turtle) | ⚠ collides with retail's Mining Bag (`0x400`) |
| 11 | 2048 | 12 | **Leather Bag** (Turtle) | no retail equivalent bit |
| 12 | 4096 | 13 | **Mining Bag** (Turtle) | ⚠ not retail's Mining Bag bit (`0x400`) |
> **Turtle custom families & the retail collision.** Turtle added four
> cooking/gathering bag families (Meat, Fish, Leather, Mining) as
> `ItemBagFamily.dbc` rows 10–13, rather than reusing retail's later
> IDs 4 (Leatherworking) / 5 (Inscription), which vanilla left unused.
> Because we convert the raw ID straight through `1 << (rawID - 1)`,
> these land on bits 9–12 — the same numeric values retail assigned to
> **Gem Bag** (`0x200`) and **Mining Bag** (`0x400`). So an addon
> backported from retail that hard-codes `family == 0x200` to mean "Gem
> Bag" will misread a Turtle Meat Bag. The values are self-consistent
> *within* Turtle (a Meat Bag and the meat items it holds both report
> `0x200`, which is all the "does this item fit this bag" test needs) —
> just don't assume retail's bit meanings for anything above `0x100`.
> **Encoding deviation under the hood.** 1.12 actually stores the raw
> 1-based BagFamily ID (`arrow=1, bullet=2, soul shard=3, herb=6, …`).
@@ -4963,16 +5090,20 @@ Bitmask values match modern WoW's encoding (`1 << (familyID - 1)`):
> callers backporting from modern see the encoding they expect — addons
> can `band(family, FAMILY_BAG_HERB_BAG)` directly.
> **Item-level data is reliable; bag-level is sparse.** Individual
> loot items (arrows, bullets, shards, herbs) carry the field
> reliably, so `C_Item.GetItemFamily` works for the auto-routing use
> case. **Bag containers** themselves (Soul Pouch, Enchanting Bag,
> Herb Pouch, etc.) leave the field at 0 in vanilla server data — at
> least on Turtle WoW. If you need to know "is this bag specialty",
> read the bag's `subClass` via
> [`C_Item.GetItemInfoInstant`](#c_itemgetiteminfoinstantitem)
> instead. The Quiver class is fully populated; everything else needs
> the subClass fallback.
> **Legacy Blizzard bags derive from `(class, subClass)`.** The stock
> vanilla bags shipped with an empty `m_bagFamily` field — the four
> profession bags (Soul Bag, Herb Bag, Enchanting Bag, Engineering Bag,
> all Container class) *and* quivers/ammo pouches (Quiver class). For a
> bag whose field is `0` we recover the family from its class + subclass
> — the same signal the `"24 Slot Soul Bag"` tooltip line is built from.
> A Felcloth Bag reports `0x4` (Soul Shards), a quiver `0x1` (arrows), an
> ammo pouch `0x2` (bullets) — each matching the items it holds. Keyed on
> class because subclass numbers repeat across classes (Container
> subclass 2 = Herb Bag, Quiver subclass 2 = Quiver). This is automatic;
> you no longer need to read `subClass` yourself. (Turtle's own custom
> bags — Meat/Fish/Leather/Mining — populate the field directly; a
> Turtle-specific resolver module supplies their mapping as a safety net,
> kept separate from the stock table.)
> **`nil` vs `0`.** Modern WoW returns `0` for items the cache lookup
> fails on; we return `nil` so callers can distinguish "item not
@@ -5513,13 +5644,31 @@ what the item actually grants — not just its stored stat slots:
bare itemID (a superset of retail, which is link-only). Returns `nil` if
the item isn't cached yet — warm it via `GetItemInfo` and retry.
### `C_Item.GetItemSubClassInfo(classID, subClassID)`
### `GetItemClassInfo(classID)`
Returns `subClassName, subClassUsesInvType` for an item class/subclass pair.
Returns `className` — the localized `ItemClass.dbc` name for an item
class ID (the `classID` from `Enum.ItemClass` / the 12th `GetItemInfo`
return). Also available as `C_Item.GetItemClassInfo(classID)`.
```lua
C_Item.GetItemSubClassInfo(2, 7) -- "One-Handed Swords", false
C_Item.GetItemSubClassInfo(4, 1) -- "Cloth", true
GetItemClassInfo(2) -- "Weapon"
GetItemClassInfo(4) -- "Armor"
GetItemClassInfo(1) -- "Container"
```
Returns `nil` for an unknown class. Obsolete slots return the client's
literal string (`GetItemClassInfo(3)` → `"Jewelry(OBSOLETE)"`), which is
the real vanilla data — use [`Enum.ItemClass`](#enumitemclass) for the
modern key names.
### `GetItemSubClassInfo(classID, subClassID)` / `C_Item.GetItemSubClassInfo(classID, subClassID)`
Returns `subClassName, subClassUsesInvType` for an item class/subclass pair
(the global form documents the second value as `isArmorType` — same value).
```lua
GetItemSubClassInfo(2, 7) -- "One-Handed Swords", false
GetItemSubClassInfo(4, 1) -- "Cloth", true
```
- `subClassName` (string) — the localized `ItemSubClass.dbc` name (verbose
@@ -11079,6 +11228,97 @@ wall-clock time). Returns 0 if called before login.
> midnight, not UTC midnight (though they happen to coincide for
> Turtle WoW since the server reports UTC-aligned components).
## Totem
### `GetTotemInfo(slot)`
Returns `haveTotem, totemName, startTime, duration, icon, modRate, spellID`
for one of the four shaman totem slots (`1` Fire, `2` Earth, `3` Water,
`4` Air).
```lua
local _, name, start, duration, icon = GetTotemInfo(1) -- Fire slot
if name ~= "" then -- a totem IS active
local remaining = duration - (GetTime() - start)
-- name = "Searing Totem", icon = "Interface\\Icons\\...", etc.
end
```
| Return | Meaning |
|--------|---------|
| `haveTotem` | `true` if the player carries the slot's **totem tool** (Fire/Earth/Water/Air Totem item) — the documented meaning, **not** whether a totem is summoned. |
| `totemName` | The active totem spell's localized name (`""` when no totem is out — this is how you test "is a totem active"). |
| `startTime` | `GetTime()` value when the totem was cast (`0` when none). |
| `duration` | Total duration in seconds (`0` when none). |
| `icon` | The active totem spell's icon texture path, or `nil` when none. |
| `modRate` | Always `1` — vanilla has no per-totem haste. |
| `spellID` | The active summon spell's ID (`0` when none). |
> **`haveTotem` is tool presence, not summon state.** Matching the live
> API: `haveTotem` reflects whether you hold the slot's totem **tool** item
> (`Fire Totem` 5176, `Earth Totem` 5175, `Water Totem` 5177, `Air Totem`
> 5178) in bags/equipped, independent of whether a totem is currently
> deployed. The tool item is the totem spell's `Totem[0]` requirement (a
> *tool*, not a consumed reagent), read from the spell — not hardcoded. To
> check for an *active* totem, test `totemName ~= ""` (or `startTime > 0`).
Vanilla 1.12 has no client-side totem tracking (the totem bar,
`PLAYER_TOTEM_UPDATE`, and `GetTotemInfo` are all TBC additions), so this
is self-tracked but **data-driven**: the slot is read from the summon
spell's `Spell.dbc` effect (`SUMMON_TOTEM_SLOT1..4` = Fire/Earth/Water/Air),
duration from `SpellDuration.dbc`, the totem's creature entry (for death
detection) from the effect's `EffectMiscValue`, and the `haveTotem` tool
item from the spell's `Totem` field (the totem the spell requires) —
resolved from the player's spellbook, not a hardcoded table. Casts are observed
via the `SMSG_SPELL_GO` hook; a slot clears when its duration elapses OR
when the totem creature disappears early (killed, Totemic Recall, or
destroyed) — detected by scanning the object manager for the player-owned
totem creature. Because it's data-driven, Turtle-custom totems are tracked
automatically. Slot changes fire
[`PLAYER_TOTEM_UPDATE`](#player_totem_update-event).
### `GetTotemTimeLeft(slot)`
Returns the seconds remaining before the slot's totem is auto-destroyed,
or `0` when no totem is active in that slot. Slots: `1` Fire, `2` Earth,
`3` Water, `4` Air.
```lua
local remaining = GetTotemTimeLeft(1) -- Fire slot, e.g. 12.4
```
Computed from the same tracker as [`GetTotemInfo`](#gettoteminfoslot)
(`startTime + duration − now`), so it shares that data's caveats — most
notably it reflects the totem's *full* duration from cast, unaffected by
any server-side early expiry the client isn't told about (the WorldTick
scan still clears the slot when the totem creature actually disappears).
### `GetTotemDuration(slot)`
Returns the slot's active totem's **total** duration in seconds (its full
lifetime from cast), or `0` when no totem is active. The companion to
[`GetTotemTimeLeft`](#gettotemtimeleftslot) (remaining time) — same value
as `GetTotemInfo`'s 4th return.
```lua
local total = GetTotemDuration(1) -- e.g. 60
local frac = GetTotemTimeLeft(1) / GetTotemDuration(1) -- bar fill
```
### `TargetTotem(slot)`
Targets the player's totem in the given slot (`1` Fire, `2` Earth, `3`
Water, `4` Air). No-op when the slot has no active totem or the totem
creature isn't currently visible in the client.
```lua
TargetTotem(2) -- target your Earth totem
```
Looks up the totem creature's live GUID (object-manager scan for the
player-owned creature of the slot's tracked entry) and sets the target
through the same engine path `TargetUnit` uses (`CMSG_SET_SELECTION`).
## TradeSkillUI
Backports the 2.x+ **trade-skill list link** — the shareable
@@ -11561,6 +11801,20 @@ players (no owner) return `false`; your own minions (owner is you) return
UnitIsOtherPlayersPet("target") -- a party member's pet → true; your own pet → false
```
### `UnitOwnerGUID(unit)`
Returns the GUID string (`"0x…"`) of the unit's owner — the summoner of a
pet/guardian/totem, or the charmer of a charmed unit. `nil` for an
unresolved unit and for anything with no owner (players, world creatures).
```lua
local owner = UnitOwnerGUID("pettarget") -- e.g. the enemy hunter's GUID
if owner == UnitGUID("player") then ... end -- is it my minion?
```
Reads the same owner field the pet predicates use (`CharmedBy`, else
`CreatedBy` in the unit's `m_objectFields`).
### `UnitStandState(unit)`
Returns the unit's standstate as an integer, matching the modern
@@ -11771,6 +12025,36 @@ from the DBC). Reads byte 0 of `UNIT_FIELD_BYTES_0` (descriptor
Returns `(nil, nil)` for unresolvable units and non-player units
(creature race bytes don't index `ChrRaces.dbc`).
### `ClosestUnitPosition(creatureID)`
Returns `xPos, yPos, distance` — the world position of the nearest
creature with the given NPC (creature-template) ID, and its distance from
the player in yards. Returns nothing (nil) when no matching creature is in
range.
```lua
local x, y, dist = ClosestUnitPosition(3098) -- nearest Kobold Vermin
if x then
-- x, y = world coords; dist = yards from the player
end
```
- `creatureID` (number) — the NPC ID (the value
[`C_CreatureInfo.GetCreatureID(guid)`](#c_creatureinfogetcreatureidguid)
returns, and the entry packed into a creature's GUID).
Walks the client's visible-object manager, matches creatures whose GUID
encodes `creatureID` (bits 24–47), and returns the closest one's position
+ center-to-center distance.
> **Differs from retail.** Modern WoW's `ClosestUnitPosition` reads a
> static client-side spawn database and only works for starting-zone mobs.
> Vanilla 1.12 ships no such database, so this returns the nearest
> **currently-visible** creature of that entry (anywhere, not just
> starting zones). It can't point at un-synced spawns elsewhere in the
> zone the way retail's database can — but for "where's the nearest `<mob>`
> I can see" it's more general than retail.
### `UnitPower(unit [, powerType])` / `UnitPowerMax(unit [, powerType])`
Modern multi-power-type getters. Vanilla 1.12 only ships
+9
View File
@@ -454,6 +454,15 @@ enum Offsets {
// pointer the inventory routines expect.
FUN_RESOLVE_UNIT_TOKEN = 0x00515940,
// Set the player's current target to a GUID —
// `__fastcall(uint64_t *guid)`. Validates the GUID resolves to a unit
// (typemask 8) then commits the selection (CMSG_SET_SELECTION +
// client-side target). This is what `Script_TargetUnit` (0x004899D0)
// calls after resolving its token→GUID; we call it directly with a
// GUID we already have (e.g. a totem creature). NOTE: reads `guid[0]`
// (lo) and `guid[1]` (hi) through the pointer.
FUN_TARGET_BY_GUID = 0x00489A40,
// Local-player CGObject-like global. Not the same pointer as
// ResolveUnitToken("player") returns — that one's the canonical
// CGPlayer_C used by inventory etc. This pointer's +0xC0 field
+21 -28
View File
@@ -132,30 +132,19 @@ const Override *FindOverride(uint32_t spellId) {
return nullptr;
}
// Known values for spells whose duration row DANGLES — a non-zero
// DurationIndex pointing at a SpellDuration row the client doesn't have.
// Consulted ONLY when that exact condition holds, so the gate is the bug
// itself, not a server fingerprint: on a stock client every one of these
// resolves to a valid row and this table is never reached, and if the
// broken client data is ever fixed the DBC row takes over automatically.
//
// Turtle's reworked Rip is the known case: all six ranks point at
// SpellDuration row 87, which Turtle added on the SERVER only
// ({8000, 0, 18000} — live server data shows 10/12/14/16/18s at 1..5 CP,
// i.e. 8s + 2s per combo point); their client patch never shipped the
// row (the client table jumps 86 -> 105). Verified the only dangling
// duration index in the entire client Spell.dbc.
constexpr Override kDanglingRowKnown[] = {
{1079, 8000, 18000}, {9492, 8000, 18000}, {9493, 8000, 18000},
{9752, 8000, 18000}, {9894, 8000, 18000}, {9896, 8000, 18000},
};
// Resolver chain for dangling-duration-row spells (client DBC missing the
// row). The KNOWN VALUES themselves are server-custom data and live in
// their own module (e.g. `src/turtle/ComboDuration.cpp` for Turtle's
// reworked Rip); this stock module only owns the mechanism and the
// dangling-condition gate. Chained at static-init by `AutoDanglingResolver`.
AutoDanglingResolver *g_danglingResolvers = nullptr;
const Override *FindDanglingRowKnown(uint32_t spellId) {
for (const auto &k : kDanglingRowKnown) {
if (k.spellId == spellId)
return &k;
}
return nullptr;
bool ResolveDangling(uint32_t spellId, int32_t *baseMs, int32_t *maxMs) {
for (AutoDanglingResolver *r = g_danglingResolvers; r != nullptr;
r = r->next)
if (r->fn(spellId, baseMs, maxMs))
return true;
return false;
}
// `C_UnitAuras.RegisterComboDuration(spellID, baseSeconds, maxSeconds)`
@@ -203,6 +192,11 @@ const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
AutoDanglingResolver::AutoDanglingResolver(DanglingResolver f)
: fn(f), next(g_danglingResolvers) {
g_danglingResolvers = this;
}
uint32_t TryComboScaledMs(const uint8_t *spellRecord, uint32_t spellId) {
if (spellRecord == nullptr || spellId == 0)
return 0;
@@ -227,12 +221,11 @@ uint32_t TryComboScaledMs(const uint8_t *spellRecord, uint32_t spellId) {
maxMs = *reinterpret_cast<const int32_t *>(row + 0xC);
} else if (idx != 0) {
// Dangling duration index — the client data is broken for this
// spell. Fall back to the built-in known values (Turtle Rip).
const Override *k = FindDanglingRowKnown(spellId);
if (k == nullptr)
// spell. Defer to a registered resolver (the known values are
// server-custom data owned by a platform module, e.g.
// src/turtle for Turtle's reworked Rip).
if (!ResolveDangling(spellId, &baseMs, &maxMs))
return 0;
baseMs = k->baseMs;
maxMs = k->maxMs;
} else {
return 0; // no duration row at all
}
+18
View File
@@ -47,4 +47,22 @@ namespace Aura::ComboDuration {
// duration path".
uint32_t TryComboScaledMs(const uint8_t *spellRecord, uint32_t spellId);
// Extension point for finishers whose SpellDuration row DANGLES — a
// non-zero DurationIndex pointing at a row the client DBC doesn't have.
// A resolver returns true and fills *baseMs/*maxMs if it knows the spell,
// false otherwise. Consulted by `TryComboScaledMs` ONLY in that dangling
// condition (after any Lua-registered override), so the activation gate is
// the client-data bug itself, not a server fingerprint — the deliberate
// design choice (a realm-sniffing approach was rejected). Server-custom
// data (e.g. Turtle's reworked Rip) registers its values here instead of
// living in this stock module: declare a file-scope
// `static const Aura::ComboDuration::AutoDanglingResolver`.
using DanglingResolver = bool (*)(uint32_t spellId, int32_t *baseMs,
int32_t *maxMs);
struct AutoDanglingResolver {
explicit AutoDanglingResolver(DanglingResolver fn);
DanglingResolver fn;
AutoDanglingResolver *next;
};
} // namespace Aura::ComboDuration
+6
View File
@@ -23,6 +23,7 @@
#include "player/StatSignal.h"
#include "spell/Lookup.h"
#include "tick/WorldTick.h"
#include "totem/Tracker.h"
#include "unit/Identity.h"
#include <cstdint>
@@ -230,6 +231,11 @@ void __fastcall SpellGo_h(uint64_t *itemGUID, uint64_t *casterGUID,
if (caster == 0 || spellId == 0)
return;
// Feed the totem tracker BEFORE the aura gate below — a totem summon
// applies no aura, so it would otherwise be dropped. Player casts only.
if (caster == Unit::Identity::PlayerGuid())
Totem::Tracker::OnPlayerSpellGo(spellId);
const uint8_t *rec = Spell::Lookup::RecordForID(static_cast<int>(spellId));
if (!SpellAppliesAura(rec))
return;
+21 -22
View File
@@ -13,6 +13,7 @@
#include "Game.h"
#include "Offsets.h"
#include "item/BagFamily.h"
#include "item/ID.h"
#include "item/Location.h"
@@ -73,15 +74,14 @@ BagInfo ResolveBagInfo(int bagID) {
const int slots = static_cast<int>(*reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_CONTAINER_SLOTS));
// Convert 1.12's raw BagFamily ID to the modern bitmask. See
// `Offsets::OFF_ITEMSTATS_BAG_FAMILY` for the encoding-shift story
// and `Item::Info::BagFamilyIdToBitmask` for the canonical helper —
// we inline the one-liner here to avoid a header dance for a
// single-instruction conversion.
const uint32_t rawFamily = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_BAG_FAMILY);
// BagFamily bitmask: the item's field if populated, else derived from
// the container subclass — Turtle leaves bags' m_bagFamily at 0, so a
// Soul Bag would otherwise report family 0 and get miscounted as a
// general-purpose bag by CalculateTotalNumberOfFreeBagSlots. Shared
// with C_Item.GetItemFamily so a bag and its contents agree. See
// `Item::BagFamily`.
const int family =
(rawFamily == 0) ? 0 : static_cast<int>(1u << (rawFamily - 1));
static_cast<int>(Item::BagFamily::BitmaskForRecord(record));
return {slots, family};
}
@@ -106,14 +106,13 @@ int CountFreeSlotsInBag(void *L, int bagID, int slotCount) {
// `(0, 0)` — matching 3.3.5's behavior of always pushing two values
// rather than nil/nothing.
//
// `bagType` is the `BagFamily` bitmask in modern encoding (raw 1.12
// ID converted via `1 << (ID-1)`). Empirically on Turtle WoW, only
// Light Quiver actually carries a non-zero family for bags themselves
// — Soul Pouch, Enchanting Bag, etc. all return 0 because the
// vanilla-era server data doesn't populate the field. **Individual
// items** (arrows, bullets, shards, herbs) reliably return their
// family, so addons that auto-route loot work correctly via
// `C_Item.GetItemFamily(itemID)` even though `bagType` is sparse.
// `bagType` is the `BagFamily` bitmask in modern encoding. Bags leave the
// raw family field empty in Turtle's data (Soul/Herb/quiver/ammo pouch/…
// all read 0), so it's derived from the bag's class + subclass via
// `Item::BagFamily`: a Soul Bag reports `0x4`, a quiver `0x1`, an ammo
// pouch `0x2` — matching what `C_Item.GetItemFamily` reports for both the
// bag and the items it holds. See that helper for the Turtle custom-family
// caveat (Meat/Fish/Leather/Mining, IDs 10–13).
int __fastcall Script_C_Container_GetContainerNumFreeSlots(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L,
@@ -139,12 +138,12 @@ int __fastcall Script_C_Container_GetContainerNumFreeSlots(void *L) {
// free, family = C_Container.GetContainerNumFreeSlots(bag)
// if family == 0 then total = total + free end
//
// Takes no arguments. Caveat inherited from `GetContainerNumFreeSlots`:
// vanilla-era server data leaves most bags' BagFamily at 0, so specialty
// bags that retail *would* exclude (Soul Pouch, Enchanting Bag, …) get
// counted here — the client just doesn't carry the family bit for them. The
// result stays consistent with what `GetContainerNumFreeSlots` reports for
// those same bags.
// Takes no arguments. Specialty bags are correctly excluded: their family
// comes from `Item::BagFamily` (container-subclass fallback), so a Soul
// Bag / Herb Bag / Meat Bag reports a non-zero family and its slots are
// left out of the general-purpose total — matching retail's FrameXML
// behavior. (An earlier version miscounted them because Turtle leaves the
// raw family field at 0 for bags.)
int __fastcall Script_C_Container_CalculateTotalNumberOfFreeBagSlots(void *L) {
int total = 0;
for (int bagID = 0; bagID <= 4; bagID++) {
+64
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@@ -0,0 +1,64 @@
// 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/>.
// `ClosestGameObjectPosition(gameObjectID)` → `xPos, yPos, distance` — the
// world position of the nearest game object with the given
// game-object-template ID, and its distance from the player in yards.
// Returns nothing when none is found (the `MayReturnNothing` contract).
//
// The game-object analog of `ClosestUnitPosition`; same shared scan
// (Object::ClosestByEntry), just filtering on the GameObject GUID type
// (`0xF110`) and `TYPEMASK_GAMEOBJECT`. Same retail-vs-vanilla caveat:
// this returns the nearest CURRENTLY-VISIBLE object of that entry rather
// than reading retail's static starting-zone database (which vanilla
// doesn't have).
#include "Game.h"
#include "Offsets.h"
#include "guid/Guid.h"
#include "object/ClosestByEntry.h"
#include <cmath>
#include <cstdint>
namespace GameObject::ClosestPosition {
namespace {
int __fastcall Script_ClosestGameObjectPosition(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: ClosestGameObjectPosition(gameObjectID)");
return 0;
}
const auto entry = static_cast<uint32_t>(Game::Lua::ToNumber(L, 1));
const Object::ClosestByEntry::Result r = Object::ClosestByEntry::Find(
Offsets::TYPEMASK_GAMEOBJECT, Guid::Type::GameObject, entry);
if (!r.found)
return 0;
Game::Lua::PushNumber(L, static_cast<double>(r.x));
Game::Lua::PushNumber(L, static_cast<double>(r.y));
Game::Lua::PushNumber(L, std::sqrt(static_cast<double>(r.distSq)));
return 3;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("ClosestGameObjectPosition",
&Script_ClosestGameObjectPosition);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace GameObject::ClosestPosition
+80
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@@ -0,0 +1,80 @@
// 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/>.
#include "item/BagFamily.h"
#include "Offsets.h"
namespace Item::BagFamily {
namespace {
// Chained at static-init by each `AutoResolver` constructor, before
// `DllMain`. Zero-initialized (namespace static) ahead of any dynamic
// init, so the head is valid when resolvers link in.
AutoResolver *g_resolvers = nullptr;
// Stock vanilla bags/quivers that shipped with an empty `m_bagFamily`
// field, recovered from (class, subclass). Correspondence cross-referenced
// by name between ItemSubClass.dbc and ItemBagFamily.dbc. Everything else
// in stock vanilla either carries the field directly or has no family, so
// it isn't listed — server-custom bags come in through the resolver chain.
uint32_t StockSubclassToId(uint32_t itemClass, uint32_t subclass) {
if (itemClass == kItemClassContainer) {
switch (subclass) {
case 1: return 3; // Soul Bag → Soul Shards
case 2: return 6; // Herb Bag → Herbs
case 3: return 7; // Enchanting Bag → Enchanting Supplies
case 4: return 8; // Engineering Bag → Engineering Supplies
default: return 0;
}
}
if (itemClass == kItemClassQuiver) {
switch (subclass) {
case 2: return 1; // Quiver → Arrows
case 3: return 2; // Ammo Pouch → Bullets
default: return 0;
}
}
return 0;
}
} // namespace
AutoResolver::AutoResolver(Resolver f) : fn(f), next(g_resolvers) {
g_resolvers = this;
}
uint32_t SubclassToId(uint32_t itemClass, uint32_t subclass) {
if (const uint32_t id = StockSubclassToId(itemClass, subclass))
return id;
for (AutoResolver *r = g_resolvers; r != nullptr; r = r->next)
if (const uint32_t id = r->fn(itemClass, subclass))
return id;
return 0;
}
uint32_t BitmaskForRecord(const uint8_t *record) {
uint32_t rawId = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_BAG_FAMILY);
if (rawId == 0) {
const uint32_t cls = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_CLASS);
const uint32_t sub = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_SUBCLASS);
rawId = SubclassToId(cls, sub);
}
return IdToBitmask(rawId);
}
} // namespace Item::BagFamily
+72
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@@ -0,0 +1,72 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <cstdint>
// Shared BagFamily derivation for a cached `ItemStats_C` record. Used by
// `C_Item.GetItemFamily` and `C_Container.GetContainerNumFreeSlots` /
// `CalculateTotalNumberOfFreeBagSlots` so the family a bag reports matches
// the family the items it holds report.
//
// This module knows only STOCK vanilla data. Server-custom container
// families (e.g. Turtle's cooking/gathering bags) plug in through the
// `AutoResolver` extension point below, so non-stock hardcoded data lives
// in its own module (see `src/turtle/`) rather than here.
namespace Item::BagFamily {
// Item.dbc `m_class` values. Containers hold the profession/soul bags;
// Quivers hold arrows (subclass 2) and bullets/ammo pouches (subclass 3).
// See ItemClass.dbc.
constexpr uint32_t kItemClassContainer = 1;
constexpr uint32_t kItemClassQuiver = 11;
// Convert 1.12's raw 1-based `ItemBagFamily.dbc` ID to the modern bitmask
// encoding (`1 << (id - 1)`); `0` stays `0`. Vanilla stores the raw ID
// (`arrow=1, bullet=2, soul shard=3, herb=6, …`); Wrath+ flipped the same
// field to the bitmask form, which is what backported addons expect.
inline uint32_t IdToBitmask(uint32_t rawId) {
return (rawId == 0) ? 0 : (1u << (rawId - 1));
}
// (class, subclass) → `ItemBagFamily.dbc` raw ID, for bags/quivers whose
// `m_bagFamily` field shipped empty. Covers the stock vanilla profession
// bags (Container class: Soul/Herb/Enchanting/Engineering) and quivers
// (Quiver class: Quiver→arrows, Ammo Pouch→bullets); for anything else it
// consults the registered custom resolvers (see `AutoResolver`) before
// giving up with `0`. Keyed on class because subclass numbers repeat
// across classes (Container subclass 2 = Herb Bag, Quiver subclass 2 =
// Quiver). Returns a raw family ID, not a bitmask.
uint32_t SubclassToId(uint32_t itemClass, uint32_t subclass);
// BagFamily bitmask for a cached `ItemStats_C` record: the item's
// `m_bagFamily` field if populated, otherwise — for a container whose
// field is empty — derived from the container subclass. Pass a non-null
// record.
uint32_t BitmaskForRecord(const uint8_t *record);
// Extension point for server-custom bag families. A resolver maps a
// (class, subclass) pair to an `ItemBagFamily.dbc` raw ID, or returns `0`
// if it doesn't recognize it. Consulted by `SubclassToId` only after the
// stock table misses. Declare a file-scope
// `static const Item::BagFamily::AutoResolver` in a platform module to
// register one at static-init time.
using Resolver = uint32_t (*)(uint32_t itemClass, uint32_t subclass);
struct AutoResolver {
explicit AutoResolver(Resolver fn);
Resolver fn;
AutoResolver *next;
};
} // namespace Item::BagFamily
+11
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@@ -11,6 +11,8 @@
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "item/Count.h"
#include "Game.h"
#include "Offsets.h"
#include "item/Arg.h"
@@ -251,6 +253,15 @@ int __fastcall Script_C_Item_GetItemCount(void *L) {
} // namespace
int InInventory(void *L, int itemID) {
if (itemID <= 0)
return 0;
int total = CountEquipped(itemID, /*includeUses*/ false);
for (int bag = 0; bag <= 4; bag++)
total += CountInBag(L, bag, itemID, /*includeUses*/ false);
return total;
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Item", "GetItemCount",
&Script_C_Item_GetItemCount);
+25
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@@ -0,0 +1,25 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
namespace Item::Count {
// Total plain stack count of `itemID` across the player's equipped slots
// and bags 0..4 (no bank, no charge multiplier) — the "carried on me"
// count. Needs the Lua state `L`: the bag walk uses the engine's slot
// packer, which reads and clears the Lua stack, so the caller must have
// already consumed any stack arguments it still needs before calling.
int InInventory(void *L, int itemID);
} // namespace Item::Count
+13 -18
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@@ -15,6 +15,7 @@
#include "Offsets.h"
#include "dbc/Lookup.h"
#include "item/Arg.h"
#include "item/BagFamily.h"
#include "item/Data.h"
#include "item/ID.h"
#include "item/Link.h"
@@ -192,17 +193,6 @@ static int __fastcall Script_C_Item_GetItemIconByID(void *L) {
return PushIconForItemID(L, Item::Arg::ResolveItemID(L, 1));
}
// Convert 1.12's raw `BagFamily` ID to the modern bitmask encoding.
// Vanilla stores `arrow=1, bullet=2, soul shard=3, herb=6, ...`; Wrath
// flipped to `1 << (ID-1)` (`arrow=0x1, bullet=0x2, soul shard=0x4,
// herb=0x20, ...`) and addons backported from Wrath+ expect the
// bitmask. We always surface the modern shape so callers don't have to
// branch on client version. See `Offsets::OFF_ITEMSTATS_BAG_FAMILY`
// for the empirical verification.
uint32_t BagFamilyIdToBitmask(uint32_t rawId) {
return (rawId == 0) ? 0 : (1u << (rawId - 1));
}
// `C_Item.GetItemFamily(item)` — returns the BagFamily bitmask for an
// item (modern encoding: `1 << (ID-1)`), or `nil` if the item isn't
// in the cache. Used by auto-routing addons that decide which
@@ -227,10 +217,14 @@ uint32_t BagFamilyIdToBitmask(uint32_t rawId) {
// but has family 0 (general-purpose)". Both are safe to treat as "no
// preference" but keeping them distinct helps debugging.
//
// 1.12 vanilla server data sparsely populates the field for **bags**
// themselves (only quivers seem to carry it on Turtle WoW). Individual
// loot items do carry the field reliably (arrows, bullets, shards,
// herbs all return their proper raw IDs).
// 1.12 vanilla server data leaves the `m_bagFamily` field empty on the
// **bags/quivers** themselves — Soul/Herb/Enchanting/Engineering bags AND
// quivers/ammo pouches all read 0. Individual loot items do carry the
// field reliably (arrows, bullets, shards, herbs return their proper raw
// IDs). For a bag whose field is empty we recover the family from its
// class + subclass (the same signal the "Soul Bag" tooltip line uses), so
// a Felcloth Bag reports the Soul Shard family (0x4), a quiver 0x1, an
// ammo pouch 0x2 — see `Item::BagFamily`.
static int __fastcall Script_C_Item_GetItemFamily(void *L) {
const int itemID = Item::Arg::ResolveItemID(L, 1);
if (itemID <= 0)
@@ -240,9 +234,10 @@ static int __fastcall Script_C_Item_GetItemFamily(void *L) {
Item::Data::WarmCache(static_cast<uint32_t>(itemID));
return 0;
}
const uint32_t rawId = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_BAG_FAMILY);
Game::Lua::PushNumber(L, static_cast<double>(BagFamilyIdToBitmask(rawId)));
// Family field if populated, else derived from the container subclass
// (Turtle leaves bags' m_bagFamily at 0 — see Item::BagFamily).
Game::Lua::PushNumber(
L, static_cast<double>(Item::BagFamily::BitmaskForRecord(record)));
return 1;
}
+89 -1
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@@ -13,6 +13,7 @@
#include "Game.h"
#include "Offsets.h"
#include "dbc/Lookup.h"
#include <cstdint>
@@ -25,6 +26,18 @@ int LocaleIndex() {
static_cast<uintptr_t>(Offsets::VAR_LOCALE_INDEX));
}
// Localized ItemClass.dbc name for a class ID (records indexed by ID, the
// standard DBC shape — same lookup `Script_GetItemInfo` uses). Returns ""
// for an unknown class. Obsolete slots keep the client's literal string
// (classID 3 → "Jewelry(OBSOLETE)", 8 → "Generic(OBSOLETE)", …) — that's
// the real vanilla data; Enum.ItemClass supplies the modern key names.
const char *ClassName(uint32_t classID) {
const char *s = DBC::LocalizedField(Offsets::VAR_ITEMCLASS_RECORDS,
Offsets::VAR_ITEMCLASS_COUNT, classID,
Offsets::OFF_ITEMCLASS_NAMES);
return (s != nullptr && s[0] != '\0') ? s : "";
}
// Linear-scan ItemSubClass.dbc for the (classID, subClassID) compound-key
// row — same scan Item::GetData uses. Returns the record or nullptr.
const uint8_t *FindSubClass(uint32_t classID, uint32_t subClassID) {
@@ -72,8 +85,27 @@ const char *InvTypeKey(int invType) {
return (s != nullptr && s[0] != '\0') ? s : "";
}
// `GetItemClassInfo(classID)` → `className` (localized). `nil` for an
// unknown class. Backport of the modern global (also exposed as
// `C_Item.GetItemClassInfo`).
int __fastcall Script_GetItemClassInfo(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: GetItemClassInfo(classID)");
return 0;
}
const char *name = ClassName(static_cast<uint32_t>(Game::Lua::ToNumber(L, 1)));
if (name[0] == '\0') {
Game::Lua::PushNil(L);
return 1;
}
Game::Lua::PushString(L, name);
return 1;
}
// `C_Item.GetItemSubClassInfo(classID, subClassID)` →
// `subClassName, subClassUsesInvType`.
// `subClassName, subClassUsesInvType`. Also exposed as the global
// `GetItemSubClassInfo(classID, subClassID)` → `name, isArmorType`, the
// same two values (the second is true for the armor material subclasses).
//
// `subClassName` is the localized ItemSubClass.dbc name (verbose form, e.g.
// "One-Handed Swords"; falls back to the short form for subclasses that
@@ -184,7 +216,57 @@ constexpr Game::Lua::EnumIntegerEntry kInventoryTypeEntries[] = {
{"IndexEquipablespellWeaponType", 34},
};
// `Enum.ItemClass` — the modern item-class enum. Values 0..15 are the
// classes vanilla items actually report (the numeric IDs match retail; the
// obsolete slots 3/8/10/14 keep their modern key names — Gem /
// ItemEnhancement / CurrencyTokenObsolete / PermanentObsolete — even
// though ItemClass.dbc labels them "…(OBSOLETE)"). 16..19 are post-vanilla
// and never appear in 1.12 item data, included so backport code that
// references those keys resolves (comparisons just never match).
constexpr Game::Lua::EnumIntegerEntry kItemClassEntries[] = {
{"Consumable", 0},
{"Container", 1},
{"Weapon", 2},
{"Gem", 3},
{"Armor", 4},
{"Reagent", 5},
{"Projectile", 6},
{"Tradegoods", 7},
{"ItemEnhancement", 8},
{"Recipe", 9},
{"CurrencyTokenObsolete", 10},
{"Quiver", 11},
{"Questitem", 12},
{"Key", 13},
{"PermanentObsolete", 14},
{"Miscellaneous", 15},
{"Glyph", 16},
{"Battlepet", 17},
{"WoWToken", 18},
{"Profession", 19},
};
// `Enum.ItemQuality` — the numeric `quality` reported by `GetItemInfo` /
// `C_Item.GetItemQuality`. Values 0..6 are all vanilla ever uses; the
// post-vanilla Heirloom (7) and WoWToken (8) tiers are omitted (no such
// items exist on 1.12).
constexpr Game::Lua::EnumIntegerEntry kItemQualityEntries[] = {
{"Poor", 0},
{"Common", 1},
{"Uncommon", 2},
{"Rare", 3},
{"Epic", 4},
{"Legendary", 5},
{"Artifact", 6},
};
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetItemClassInfo",
&Script_GetItemClassInfo);
Game::Lua::RegisterGlobalFunction("GetItemSubClassInfo",
&Script_GetItemSubClassInfo);
Game::Lua::RegisterTableFunction("C_Item", "GetItemClassInfo",
&Script_GetItemClassInfo);
Game::Lua::RegisterTableFunction("C_Item", "GetItemSubClassInfo",
&Script_GetItemSubClassInfo);
Game::Lua::RegisterTableFunction("C_Item", "GetItemInventorySlotKey",
@@ -194,6 +276,12 @@ void RegisterLuaFunctions() {
Game::Lua::RegisterIntegerEnum(
"Enum", "InventoryType", kInventoryTypeEntries,
sizeof(kInventoryTypeEntries) / sizeof(kInventoryTypeEntries[0]));
Game::Lua::RegisterIntegerEnum(
"Enum", "ItemClass", kItemClassEntries,
sizeof(kItemClassEntries) / sizeof(kItemClassEntries[0]));
Game::Lua::RegisterIntegerEnum(
"Enum", "ItemQuality", kItemQualityEntries,
sizeof(kItemQualityEntries) / sizeof(kItemQualityEntries[0]));
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
+105
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@@ -0,0 +1,105 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU 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/>.
#include "object/ClosestByEntry.h"
#include "Game.h"
#include "Offsets.h"
#include "unit/Position.h"
#include <cstdint>
namespace Object::ClosestByEntry {
namespace {
// `ClntObjMgrEnumVisibleObjects(cb, ctx)` — walks the visible-object
// table; the callback's dummy EDX slot absorbs the second __fastcall
// register so the trailing `uint64_t guid` lands where the engine puts it.
// Return non-zero to keep iterating.
using EnumCallback_t = int(__fastcall *)(void *ctx, void *unusedEdx,
uint64_t guid);
using EnumVisibleObjects_t = int(__fastcall *)(EnumCallback_t cb, void *ctx);
// `ClntObjMgrObjectPtr(typeMask, dbg, guidLo, guidHi, dbgCode)` — resolves
// a GUID to its live `CGObject_C *`, filtered by typeMask; NULL if none.
using ObjectPtr_t = void *(__fastcall *)(uint32_t typeMask, const char *dbg,
uint32_t guidLo, uint32_t guidHi,
int dbgCode);
struct ScanCtx {
uint32_t typeMask;
Guid::Type guidType;
uint32_t wantEntry;
float px, py, pz; // player position
Result r;
};
int __fastcall ScanCallback(ScanCtx *ctx, void * /*unusedEdx*/, uint64_t guid) {
// Type + entry checks are pure GUID bit-reads, so we skip the (costly)
// object resolve for everything that can't match.
if (Guid::Classify(guid) != ctx->guidType)
return 1;
const uint32_t entry = static_cast<uint32_t>((guid >> 24) & 0xFFFFFFu);
if (entry != ctx->wantEntry)
return 1;
auto ObjectPtr =
reinterpret_cast<ObjectPtr_t>(Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *obj = ObjectPtr(ctx->typeMask, nullptr, static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32), 0);
if (obj == nullptr)
return 1;
float pos[3];
if (!Unit::Position::Read(obj, pos))
return 1;
const float dx = pos[0] - ctx->px;
const float dy = pos[1] - ctx->py;
const float dz = pos[2] - ctx->pz;
const float distSq = dx * dx + dy * dy + dz * dz;
if (!ctx->r.found || distSq < ctx->r.distSq) {
ctx->r.found = true;
ctx->r.x = pos[0];
ctx->r.y = pos[1];
ctx->r.distSq = distSq;
}
return 1;
}
} // namespace
Result Find(uint32_t typeMask, Guid::Type guidType, uint32_t entry) {
const Result none{false, 0.0f, 0.0f, 0.0f};
if (entry == 0)
return none;
// The enumerator derefs the object manager unconditionally; it's NULL
// during glue / character-select. Bail rather than crash.
if (*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) ==
nullptr)
return none;
float ppos[3];
if (!Unit::Position::Read(Unit::Position::ResolveToken("player"), ppos))
return none;
ScanCtx ctx{typeMask, guidType, entry, ppos[0], ppos[1], ppos[2], none};
auto Enum = reinterpret_cast<EnumVisibleObjects_t>(
Offsets::FUN_CLNT_OBJ_MGR_ENUM_VISIBLE_OBJECTS);
Enum(reinterpret_cast<EnumCallback_t>(&ScanCallback), &ctx);
return ctx.r;
}
} // namespace Object::ClosestByEntry
+41
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@@ -0,0 +1,41 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include "guid/Guid.h"
#include <cstdint>
// Shared "nearest visible object of a given template entry" scan, backing
// both `ClosestUnitPosition` (creatures) and `ClosestGameObjectPosition`
// (game objects). Vanilla packs the template entry into GUID bits 24-47
// for the world-object types, so the only per-caller differences are the
// GUID type prefix and the object-manager type mask.
namespace Object::ClosestByEntry {
struct Result {
bool found;
float x, y; // world position of the nearest match
float distSq; // squared center-to-center distance from the player
};
// Nearest CURRENTLY-VISIBLE object whose GUID is of `guidType` (Creature /
// GameObject / …) and encodes template `entry` (GUID bits 24-47),
// relative to the local player. `typeMask` is the `ClntObjMgrObjectPtr`
// filter used to resolve the GUID (`TYPEMASK_UNIT` / `TYPEMASK_GAMEOBJECT`).
// Returns `{found=false}` for entry 0, pre-world, on a player-position
// miss, or when nothing matches.
Result Find(uint32_t typeMask, Guid::Type guidType, uint32_t entry);
} // namespace Object::ClosestByEntry
+12 -10
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@@ -63,6 +63,7 @@
#include "item/Location.h"
#include "item/StatAccum.h"
#include "player/StatSignal.h"
#include "spell/HealingAura.h"
#include "tick/WorldTick.h"
#include "unit/Identity.h"
@@ -139,18 +140,19 @@ long ItemFlatHealing(const uint8_t *cgItem) {
// --- Buff / talent healing auras (flat + Spirit/Armor conversions) ---
// One decoder for every healing aura a buff or passive talent can carry,
// mirroring the server's SpellBaseHealingBonusDone:
// mirroring the server's SpellBaseHealingBonusDone. Stock vanilla auras are
// handled inline:
// 135 MOD_HEALING_DONE → flat += amount
// 175 MOD_SPELL_HEALING_OF_STAT_PERCENT → += Spirit × amount / 100 (Spiritual Guidance)
// 199 MOD_SPELL_HEALING_OF_ARMOR_PERCENT → += Armor × amount / 100 (Turtle Ironclad)
// Amounts/percents are read straight from Spell.dbc — generic (any talent/buff
// using these auras, incl. Turtle customs) and robust (no client-vs-server
// value delta). `requirePassive` gates the bitmap walk to always-on talents,
// so a *known but not-currently-cast* buff (Divine Spirit) isn't counted as
// on; active buffs pass `requirePassive == false`.
// Any other aura index is deferred to `Spell::HealingAura::Resolve`, the
// extension point where server-custom healing auras live (e.g. Turtle's
// Ironclad, aura 199 = × Armor — see src/turtle/HealingAura.cpp). Amounts/
// percents are read straight from Spell.dbc — generic and robust (no
// client-vs-server value delta). `requirePassive` gates the bitmap walk to
// always-on talents, so a *known but not-currently-cast* buff (Divine
// Spirit) isn't counted as on; active buffs pass `requirePassive == false`.
constexpr int kAuraModHealingDone = 135;
constexpr int kAuraModHealingOfStatPercent = 175; // × Spirit
constexpr int kAuraModHealingOfArmorPercent = 199; // × Armor (Turtle Ironclad)
void AddSpellHealingAuras(long &total, int spellID, int32_t spirit,
int32_t armor, bool requirePassive) {
@@ -177,8 +179,8 @@ void AddSpellHealingAuras(long &total, int spellID, int32_t spirit,
total += amount;
else if (aura[i] == kAuraModHealingOfStatPercent)
total += static_cast<long>(spirit) * amount / 100;
else if (aura[i] == kAuraModHealingOfArmorPercent)
total += static_cast<long>(armor) * amount / 100;
else
total += Spell::HealingAura::Resolve(aura[i], amount, spirit, armor);
}
}
+37
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@@ -0,0 +1,37 @@
// 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/>.
#include "spell/HealingAura.h"
namespace Spell::HealingAura {
namespace {
// Chained at static-init by each `AutoResolver` constructor, before
// `DllMain`. Zero-initialized ahead of any dynamic init.
AutoResolver *g_resolvers = nullptr;
} // namespace
AutoResolver::AutoResolver(Resolver f) : fn(f), next(g_resolvers) {
g_resolvers = this;
}
long Resolve(int auraIndex, long amount, int32_t spirit, int32_t armor) {
for (AutoResolver *r = g_resolvers; r != nullptr; r = r->next)
if (const long v = r->fn(auraIndex, amount, spirit, armor))
return v;
return 0;
}
} // namespace Spell::HealingAura
+45
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@@ -0,0 +1,45 @@
// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <cstdint>
// Extension point for non-stock healing-aura semantics feeding
// `GetSpellBonusHealing`. The stock vanilla healing auras — 135
// (MOD_HEALING_DONE, flat) and 175 (MOD_SPELL_HEALING_OF_STAT_PERCENT,
// ×Spirit) — are decoded inline in `spell/BonusDamage.cpp`. Server-custom
// aura effects (e.g. Turtle's Ironclad, aura 199 = ×Armor) register a
// resolver here so their meaning lives outside the stock decoder.
namespace Spell::HealingAura {
// Flat healing contribution for a single Spell.dbc aura effect: the aura
// index plus its computed amount (base + dice), and the player's Spirit /
// Armor for stat-scaled auras. Returns 0 for aura indices no resolver
// recognizes. Consulted by the stock decoder for any effect that isn't a
// stock healing aura.
long Resolve(int auraIndex, long amount, int32_t spirit, int32_t armor);
// A resolver maps one aura effect to its flat healing contribution, or
// returns 0 if it doesn't recognize the aura index. Declare a file-scope
// `static const Spell::HealingAura::AutoResolver` in a platform module to
// register one at static-init time.
using Resolver = long (*)(int auraIndex, long amount, int32_t spirit,
int32_t armor);
struct AutoResolver {
explicit AutoResolver(Resolver fn);
Resolver fn;
AutoResolver *next;
};
} // namespace Spell::HealingAura
+546
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@@ -0,0 +1,546 @@
// 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/>.
// `GetTotemInfo(slot)` — the four-element totem bar, backported. Vanilla
// 1.12 tracks nothing about the shaman's totems client-side (the totem
// bar, PLAYER_TOTEM_UPDATE, and GetTotemInfo are all TBC additions), so
// this is a self-tracking subsystem — but a fully DATA-DRIVEN one:
//
// * SLOT is read straight from the totem summon spell's `Spell.dbc`
// effect: 87/88/89/90 = SUMMON_TOTEM_SLOT1..4 = Fire/Earth/Water/Air,
// so `slot = effect - 86`. No hardcoded spell table; Turtle custom
// totems self-classify.
// * CREATURE ENTRY is the effect's `EffectMiscValue` (the summoned
// totem's creature-template ID) — used to detect the totem's death.
// * DURATION is the summon spell's `SpellDuration.dbc` value (via the
// engine's own duration helper, so player duration mods apply).
//
// Detection: the player's totem cast fires SMSG_SPELL_GO, which
// `Aura::Source` already co-hooks; it calls `OnPlayerSpellGo` here (before
// its aura gate, since a summon applies no aura). We stamp the slot with
// start time + duration.
//
// Death / removal: on WorldTick we scan the object manager for a
// player-owned creature of the slot's entry. A "seen once, then gone"
// latch clears the slot early (totem killed, Totemic Recall, or manually
// destroyed) — the owner check (CreatedBy == player) means another
// shaman's same-entry totem can't keep ours alive, and the seen-latch
// tolerates the ~1-tick spawn lag before the totem appears. Duration is
// the backstop for the normal case. A recast into the same slot simply
// re-stamps it.
#include "Game.h"
#include "Offsets.h"
#include "event/Custom.h"
#include "event/SignalHook.h"
#include "guid/Guid.h"
#include "item/Count.h"
#include "spell/Lookup.h"
#include "tick/WorldTick.h"
#include "unit/Identity.h"
#include <cstdint>
namespace Totem::Tracker {
namespace {
// Spell.dbc record field offsets (see spell/Info.cpp for the shared set).
constexpr int OFF_EFFECT = 0xF4; // int32[3] — SPELL_EFFECT_*
constexpr int OFF_TOTEM_TOOL = 0xA0; // int32[2] — Totem (required tool item IDs)
constexpr int OFF_MISC_VALUE = 0x1A8; // int32[3] — EffectMiscValue
constexpr int OFF_ICON_ID = 0x1D4; // int32 — SpellIconID
constexpr int OFF_NAME = 0x1E0; // char*[9] locale array
// SUMMON_TOTEM_SLOT1..4 spell effects (verified against Spell.dbc: Searing
// 87/Fire, Stoneskin 88/Earth, Healing Stream 89/Water, Windfury 90/Air).
constexpr int kEffectSummonTotemSlot1 = 87;
constexpr int kEffectSummonTotemSlot4 = 90;
constexpr int kSlots = 4;
// Re-scan the object manager for totem existence at most this often.
constexpr uint32_t kScanIntervalMs = 250;
struct Slot {
bool active;
bool seen; // the totem creature has been observed in the world
uint32_t spellID;
uint32_t entry; // summoned creature-template ID (for death detection)
uint32_t startMs; // FUN_OS_TICKCOUNT_MS (shares GetTime's epoch × 1000)
uint32_t durationMs;
};
Slot g_slots[kSlots] = {};
uint32_t g_lastScanMs = 0;
// Per-slot totem tool item ID (Fire/Earth/Water/Air), read from the totem
// spell's `Totem[0]` field — the required TOOL the spell lists (Earth
// Totem, Fire Totem, …), NOT a consumed reagent, and NOT hardcoded. Filled
// from the player's spellbook on SPELLS_CHANGED and refreshed at cast; 0 =
// not yet resolved. `g_spellsChangedId` caches the event id.
uint32_t g_toolItem[kSlots] = {};
int g_spellsChangedId = -1;
uint32_t NowMs() {
using TickCount_t = uint32_t(__fastcall *)();
return reinterpret_cast<TickCount_t>(
static_cast<uintptr_t>(Offsets::FUN_OS_TICKCOUNT_MS))();
}
// The totem tool item a spell requires (`Totem[0]`), or 0.
uint32_t TotemToolItem(const uint8_t *rec) {
const int32_t t = *reinterpret_cast<const int32_t *>(rec + OFF_TOTEM_TOOL);
return t > 0 ? static_cast<uint32_t>(t) : 0;
}
// Fill any still-unknown slot tool items by scanning the player's spellbook
// for totem summons and reading each one's required tool. Tools are fixed
// per element, so once a slot is resolved it never changes and the scan
// early-outs. Walks the flat learned-spell array `VAR_PLAYER_SPELLBOOK`
// (the same list `GetSpellName` reads) — the `IsPlayerSpell` bitmap
// doesn't reliably carry totems. Driven by SPELLS_CHANGED (when the
// spellbook is populated), so no polling.
void ScanTools() {
bool anyUnknown = false;
for (int s = 0; s < kSlots; ++s)
if (g_toolItem[s] == 0) {
anyUnknown = true;
break;
}
if (!anyUnknown)
return;
auto *book = reinterpret_cast<const int32_t *>(
static_cast<uintptr_t>(Offsets::VAR_PLAYER_SPELLBOOK));
for (int slot = 0; slot < Offsets::SPELLBOOK_MAX_SLOTS; ++slot) {
const int spellID = book[slot];
if (spellID <= 0)
continue;
const uint8_t *rec = Spell::Lookup::RecordForID(spellID);
if (rec == nullptr)
continue;
const auto *eff = reinterpret_cast<const int32_t *>(rec + OFF_EFFECT);
for (int i = 0; i < Offsets::SPELL_RECORD_EFFECT_COUNT; ++i) {
const int e = eff[i];
if (e < kEffectSummonTotemSlot1 || e > kEffectSummonTotemSlot4)
continue;
const int s = e - kEffectSummonTotemSlot1;
if (g_toolItem[s] == 0)
g_toolItem[s] = TotemToolItem(rec);
break;
}
}
}
// Re-resolve tool items whenever the player's spells (re)load.
// SPELLS_CHANGED is a no-arg event through the same dispatcher
// Event::SignalHook owns, so we observe it there (never suppress — return
// false). By the time it fires the spellbook is populated, so the scan
// sees the totems.
bool OnSignal(int eventID) {
if (g_spellsChangedId < 0)
g_spellsChangedId = Event::Custom::LookupByName("SPELLS_CHANGED");
if (eventID == g_spellsChangedId)
ScanTools();
return false;
}
const Event::SignalHook::AutoSubscribe _spellsChanged{&OnSignal};
uint32_t SpellDurationMs(const uint8_t *rec) {
using GetDuration_t = int(__fastcall *)(const uint8_t *rec, int unit,
char skipMod);
const int ms = reinterpret_cast<GetDuration_t>(
static_cast<uintptr_t>(Offsets::FUN_GET_SPELL_DURATION))(rec, 0, 0);
return ms > 0 ? static_cast<uint32_t>(ms) : 0;
}
// ---- object-manager existence scan (player-owned creature by entry) ------
using EnumCallback_t = int(__fastcall *)(void *ctx, void *unusedEdx,
uint64_t guid);
using EnumVisibleObjects_t = int(__fastcall *)(EnumCallback_t cb, void *ctx);
using ObjectPtr_t = void *(__fastcall *)(uint32_t typeMask, const char *dbg,
uint32_t guidLo, uint32_t guidHi,
int dbgCode);
struct ScanCtx {
uint64_t playerGuid;
uint32_t entries[kSlots]; // 0 = slot not being checked
bool present[kSlots];
};
int __fastcall ScanCallback(ScanCtx *ctx, void * /*unusedEdx*/, uint64_t guid) {
if (!Guid::IsCreature(guid))
return 1;
const uint32_t entry = static_cast<uint32_t>((guid >> 24) & 0xFFFFFFu);
if (entry == 0)
return 1;
int match = -1;
for (int s = 0; s < kSlots; ++s) {
if (ctx->entries[s] == entry) {
match = s;
break;
}
}
if (match < 0)
return 1;
// Confirm it's OUR totem: resolve + check CreatedBy == player.
auto ObjectPtr =
reinterpret_cast<ObjectPtr_t>(Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *obj = ObjectPtr(Offsets::TYPEMASK_UNIT, nullptr,
static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32), 0);
if (obj == nullptr)
return 1;
auto *desc = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(obj) + Offsets::OFF_UNIT_DESCRIPTOR);
if (desc == nullptr)
return 1;
const uint64_t createdBy = *reinterpret_cast<const uint64_t *>(
desc + Offsets::OFF_UNIT_FIELD_CREATEDBY);
if (createdBy == ctx->playerGuid)
ctx->present[match] = true;
return 1; // keep scanning — other slots may match other creatures
}
// On-demand lookup of the live GUID of the player's totem creature of a
// given entry (for TargetTotem). Returns 0 when none is visible.
struct FindGuidCtx {
uint64_t playerGuid;
uint32_t entry;
uint64_t found;
};
int __fastcall FindGuidCallback(FindGuidCtx *ctx, void * /*unusedEdx*/,
uint64_t guid) {
if (!Guid::IsCreature(guid))
return 1;
if (static_cast<uint32_t>((guid >> 24) & 0xFFFFFFu) != ctx->entry)
return 1;
auto ObjectPtr =
reinterpret_cast<ObjectPtr_t>(Offsets::FUN_CLNT_OBJ_MGR_OBJECT_PTR);
void *obj = ObjectPtr(Offsets::TYPEMASK_UNIT, nullptr,
static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32), 0);
if (obj == nullptr)
return 1;
auto *desc = *reinterpret_cast<const uint8_t *const *>(
static_cast<const uint8_t *>(obj) + Offsets::OFF_UNIT_DESCRIPTOR);
if (desc == nullptr)
return 1;
if (*reinterpret_cast<const uint64_t *>(
desc + Offsets::OFF_UNIT_FIELD_CREATEDBY) == ctx->playerGuid) {
ctx->found = guid;
return 0; // stop
}
return 1;
}
uint64_t FindTotemGuid(uint32_t entry) {
if (entry == 0)
return 0;
if (*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) ==
nullptr)
return 0;
const uint64_t player = Unit::Identity::PlayerGuid();
if (player == 0)
return 0;
FindGuidCtx ctx{player, entry, 0};
auto Enum = reinterpret_cast<EnumVisibleObjects_t>(
Offsets::FUN_CLNT_OBJ_MGR_ENUM_VISIBLE_OBJECTS);
Enum(reinterpret_cast<EnumCallback_t>(&FindGuidCallback), &ctx);
return ctx.found;
}
// PLAYER_TOTEM_UPDATE(totemSlot 1-4) — a TBC event absent from vanilla's
// table, reserved as a custom event and fired when a slot's state changes
// (totem dropped, expired, killed, or recalled). Changes are recorded in a
// dirty mask by the cast path and the clear paths, then flushed from OnTick
// (WorldTick context — safe to run Lua handlers, unlike mid-packet).
constexpr const char *kPlayerTotemUpdate = "PLAYER_TOTEM_UPDATE";
const Event::Custom::AutoReserve _totemUpdate{kPlayerTotemUpdate};
int g_totemUpdateId = -1;
uint8_t g_dirtyMask = 0;
void MarkDirty(int slotIdx) {
g_dirtyMask |= static_cast<uint8_t>(1u << slotIdx);
}
void FireDirty() {
if (g_dirtyMask == 0)
return;
if (g_totemUpdateId < 0)
g_totemUpdateId = Event::Custom::LookupByName(kPlayerTotemUpdate);
if (g_totemUpdateId < 0)
return; // slot not claimed yet — keep dirty, retry next tick
for (int s = 0; s < kSlots; ++s)
if (g_dirtyMask & (1u << s))
Event::Custom::Fire(g_totemUpdateId, "%d", s + 1);
g_dirtyMask = 0;
}
void OnTick() {
const uint32_t now = NowMs();
// Duration backstop — always cheap, runs every tick.
bool anyActive = false;
for (int s = 0; s < kSlots; ++s) {
Slot &t = g_slots[s];
if (!t.active)
continue;
if (t.durationMs != 0 && now - t.startMs >= t.durationMs) {
t.active = false;
MarkDirty(s);
continue;
}
anyActive = true;
}
// Death / removal scan — throttled, and only while a slot is up. The
// object-manager enumerator derefs the manager unconditionally, so it's
// gated on the local player existing.
if (anyActive && now - g_lastScanMs >= kScanIntervalMs &&
*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) !=
nullptr) {
const uint64_t player = Unit::Identity::PlayerGuid();
if (player != 0) {
g_lastScanMs = now;
ScanCtx ctx{};
ctx.playerGuid = player;
for (int s = 0; s < kSlots; ++s)
ctx.entries[s] = g_slots[s].active ? g_slots[s].entry : 0;
auto Enum = reinterpret_cast<EnumVisibleObjects_t>(
Offsets::FUN_CLNT_OBJ_MGR_ENUM_VISIBLE_OBJECTS);
Enum(reinterpret_cast<EnumCallback_t>(&ScanCallback), &ctx);
for (int s = 0; s < kSlots; ++s) {
Slot &t = g_slots[s];
if (!t.active)
continue;
if (ctx.present[s])
t.seen = true;
else if (t.seen) {
t.active = false; // was up, now gone → died / recalled
MarkDirty(s);
}
}
}
}
FireDirty();
}
const Tick::WorldTick::AutoSubscribe _tick{&OnTick};
// SpellIcon.dbc path for an icon ID (records indexed by ID; path at +4).
const char *IconPath(int iconID) {
if (iconID <= 0)
return nullptr;
const int count = *reinterpret_cast<const int *>(
static_cast<uintptr_t>(Offsets::VAR_SPELL_ICON_COUNT));
if (iconID > count)
return nullptr;
auto *const *records = *reinterpret_cast<const uint8_t *const *const *>(
static_cast<uintptr_t>(Offsets::VAR_SPELL_ICON_RECORDS));
if (records == nullptr || records[iconID] == nullptr)
return nullptr;
return *reinterpret_cast<const char *const *>(records[iconID] + 4);
}
// Pushes the empty tail (no active totem) after `haveTotem` has been
// pushed by the caller. Returns the total count including that first value.
int PushEmptyTail(void *L) {
Game::Lua::PushString(L, ""); // totemName
Game::Lua::PushNumber(L, 0.0); // startTime
Game::Lua::PushNumber(L, 0.0); // duration
Game::Lua::PushNil(L); // icon
Game::Lua::PushNumber(L, 1.0); // modRate
Game::Lua::PushNumber(L, 0.0); // spellID
return 7;
}
// `GetTotemInfo(slot)` → `haveTotem, totemName, startTime, duration, icon,
// modRate, spellID`. Slots: 1 Fire, 2 Earth, 3 Water, 4 Air. `haveTotem`
// is TOOL presence (the documented meaning) — whether the player carries
// the slot's totem tool item (Earth/Fire/Water/Air Totem) — NOT whether a
// totem is summoned; the active totem is signaled by a non-empty
// `totemName` / non-zero `startTime`.
int __fastcall Script_GetTotemInfo(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: GetTotemInfo(slot)");
return 0;
}
const int slot = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (slot < 1 || slot > kSlots) {
Game::Lua::PushBool(L, false);
return PushEmptyTail(L);
}
// Tool presence — independent of the summoned state. The tool item
// (resolved from the totem spell's Totem[0] on SPELLS_CHANGED, not
// hardcoded) is checked against the bag. The bag walk reads the Lua
// stack, so it runs before we push any return values (`slot` captured).
const uint32_t tool = g_toolItem[slot - 1];
const bool haveTotem =
tool != 0 && Item::Count::InInventory(L, static_cast<int>(tool)) > 0;
const Slot &t = g_slots[slot - 1];
if (!t.active) {
Game::Lua::PushBool(L, haveTotem);
return PushEmptyTail(L);
}
const uint8_t *rec = Spell::Lookup::RecordForID(static_cast<int>(t.spellID));
const char *name = "";
const char *icon = nullptr;
if (rec != nullptr) {
const int locale =
*reinterpret_cast<const int *>(static_cast<uintptr_t>(
Offsets::VAR_LOCALE_INDEX));
const char *n = *reinterpret_cast<const char *const *>(
rec + OFF_NAME + locale * 4);
if (n != nullptr)
name = n;
icon = IconPath(*reinterpret_cast<const int *>(rec + OFF_ICON_ID));
}
Game::Lua::PushBool(L, haveTotem);
Game::Lua::PushString(L, name);
Game::Lua::PushNumber(L, static_cast<double>(t.startMs) * 0.001);
Game::Lua::PushNumber(L, static_cast<double>(t.durationMs) / 1000.0);
if (icon != nullptr)
Game::Lua::PushString(L, icon);
else
Game::Lua::PushNil(L);
Game::Lua::PushNumber(L, 1.0); // modRate — no per-totem haste in 1.12
Game::Lua::PushNumber(L, static_cast<double>(t.spellID));
return 7;
}
// `GetTotemTimeLeft(slot)` → seconds until the slot's totem is auto-
// destroyed, or `0` when no totem is active in that slot. Slots: 1 Fire,
// 2 Earth, 3 Water, 4 Air.
int __fastcall Script_GetTotemTimeLeft(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: GetTotemTimeLeft(slot)");
return 0;
}
const int slot = static_cast<int>(Game::Lua::ToNumber(L, 1));
double seconds = 0.0;
if (slot >= 1 && slot <= kSlots) {
const Slot &t = g_slots[slot - 1];
if (t.active && t.durationMs != 0) {
const uint32_t now = NowMs();
const uint32_t end = t.startMs + t.durationMs;
if (now < end)
seconds = static_cast<double>(end - now) / 1000.0;
}
}
Game::Lua::PushNumber(L, seconds);
return 1;
}
// `GetTotemDuration(slot)` → the total duration (seconds) of the slot's
// active totem, or `0` when none. This is the totem's full lifetime from
// cast (the 4th value of GetTotemInfo); see GetTotemTimeLeft for the
// remaining time.
int __fastcall Script_GetTotemDuration(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: GetTotemDuration(slot)");
return 0;
}
const int slot = static_cast<int>(Game::Lua::ToNumber(L, 1));
double seconds = 0.0;
if (slot >= 1 && slot <= kSlots) {
const Slot &t = g_slots[slot - 1];
if (t.active)
seconds = static_cast<double>(t.durationMs) / 1000.0;
}
Game::Lua::PushNumber(L, seconds);
return 1;
}
// `TargetTotem(slot)` — target the player's totem in the given slot
// (1 Fire, 2 Earth, 3 Water, 4 Air). No-op when the slot has no active
// totem or the totem creature isn't currently visible. Finds the totem
// creature's live GUID and sets the target via the same engine path
// `TargetUnit` uses.
int __fastcall Script_TargetTotem(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: TargetTotem(slot)");
return 0;
}
const int slot = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (slot < 1 || slot > kSlots)
return 0;
const Slot &t = g_slots[slot - 1];
if (!t.active || t.entry == 0)
return 0;
uint64_t guid = FindTotemGuid(t.entry);
if (guid == 0)
return 0;
using TargetByGuid_t = void(__fastcall *)(const uint64_t *guid);
reinterpret_cast<TargetByGuid_t>(
static_cast<uintptr_t>(Offsets::FUN_TARGET_BY_GUID))(&guid);
return 0;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetTotemInfo", &Script_GetTotemInfo);
Game::Lua::RegisterGlobalFunction("GetTotemTimeLeft",
&Script_GetTotemTimeLeft);
Game::Lua::RegisterGlobalFunction("GetTotemDuration",
&Script_GetTotemDuration);
Game::Lua::RegisterGlobalFunction("TargetTotem", &Script_TargetTotem);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
void OnPlayerSpellGo(uint32_t spellID) {
if (spellID == 0)
return;
const uint8_t *rec = Spell::Lookup::RecordForID(static_cast<int>(spellID));
if (rec == nullptr)
return;
const auto *effects = reinterpret_cast<const int32_t *>(rec + OFF_EFFECT);
const auto *misc = reinterpret_cast<const int32_t *>(rec + OFF_MISC_VALUE);
for (int i = 0; i < Offsets::SPELL_RECORD_EFFECT_COUNT; ++i) {
const int eff = effects[i];
if (eff < kEffectSummonTotemSlot1 || eff > kEffectSummonTotemSlot4)
continue;
const int idx = eff - kEffectSummonTotemSlot1; // 0..3 (Fire..Air)
Slot &t = g_slots[idx];
t.active = true;
t.seen = false;
t.spellID = spellID;
t.entry = static_cast<uint32_t>(misc[i]);
t.startMs = NowMs();
t.durationMs = SpellDurationMs(rec);
MarkDirty(idx); // totem dropped → PLAYER_TOTEM_UPDATE (fired next tick)
// The cast spell IS a totem of this element, so it names the slot's
// tool item directly — capture it (covers the slot even before the
// spellbook scan runs).
if (g_toolItem[idx] == 0)
g_toolItem[idx] = TotemToolItem(rec);
return; // one totem-slot effect per spell
}
}
} // namespace Totem::Tracker
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <cstdint>
// Client-side totem-slot tracker backing `GetTotemInfo(slot)`. Vanilla
// 1.12 has no totem-bar / PLAYER_TOTEM_UPDATE machinery (all TBC
// additions), so we track the four element slots ourselves. See
// Tracker.cpp for the design.
namespace Totem::Tracker {
// Notify of a spell the LOCAL PLAYER just cast (from Aura::Source's
// SpellGo hook — the totem summon doesn't apply an aura, so it must be
// fed before that hook's aura gate). If `spellID` is a totem summon
// (`Spell.dbc` effect 87-90 = SUMMON_TOTEM_SLOT1..4), it's recorded in the
// matching element slot; otherwise ignored.
void OnPlayerSpellGo(uint32_t spellID);
} // namespace Totem::Tracker
+63
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Turtle WoW custom bag families. Turtle added four cooking/gathering bag
// families as `ItemBagFamily.dbc` rows 10–13 (Meat, Fish, Leather,
// Mining) — beyond retail vanilla, which stops at Keys (9). Turtle's own
// bags normally carry `m_bagFamily` directly, so this mapping is a safety
// net for any custom container shipped with an empty field; it plugs into
// the stock `Item::BagFamily` resolver chain rather than polluting the
// stock table with non-vanilla data.
//
// Subclass → raw family ID cross-referenced by name between
// ItemSubClass.dbc (class 1, Container) and ItemBagFamily.dbc. NOTE: the
// resulting bitmasks (`1 << (id-1)`) land on `0x200`–`0x1000`, which
// collide with retail's Gem/Mining bag bits — see docs/API.md's
// GetItemFamily family table for the caveat. The values stay
// self-consistent within Turtle (a Meat Bag and the meat it holds both
// report `0x200`).
//
// This file is the home for Turtle-only custom content that layers onto a
// stock engine surface; add further custom-data modules alongside it.
#include "item/BagFamily.h"
#include "turtle/Detect.h"
#include <cstdint>
namespace Turtle::BagFamily {
namespace {
// Turtle custom Container-class subclasses → `ItemBagFamily.dbc` raw IDs.
// Stock subclasses (Soul/Herb/Enchanting/Engineering) are handled by
// `Item::BagFamily`'s own table and never reach here. Gated on Turtle
// detection so the custom mapping can't misfire on a stock client (where
// these subclasses don't exist as containers anyway).
uint32_t Resolve(uint32_t itemClass, uint32_t subclass) {
if (!Turtle::Detected() || itemClass != Item::BagFamily::kItemClassContainer)
return 0;
switch (subclass) {
case 6: return 13; // Mining Bag → Mining Supplies
case 7: return 12; // Leatherworking Bag → Leather
case 8: return 10; // Meat Bag → Meat
case 9: return 11; // Fish Bag → Fish
default: return 0;
}
}
const Item::BagFamily::AutoResolver _register{&Resolve};
} // namespace
} // namespace Turtle::BagFamily
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Turtle WoW reworked Rip — known combo-finisher durations for a spell
// whose client DBC row is missing. All six Rip ranks point at
// SpellDuration row 87, which Turtle added on the SERVER only
// ({8000, 0, 18000} — live data shows 10/12/14/16/18s at 1..5 CP, i.e.
// 8s + 2s per combo point); the client patch never shipped the row (the
// client table jumps 86 → 105), so the index dangles. Verified the only
// dangling duration index in the entire client Spell.dbc.
//
// This supplies the values through `Aura::ComboDuration`'s dangling-row
// resolver so the Turtle-specific data lives here, not in the stock
// module. Unlike the other `src/turtle/` modules it does NOT gate on
// `Turtle::Detected()`: the activation gate is the dangling-row condition
// in `Aura::ComboDuration` (a client-data bug unique to this Rip), which
// is the deliberate design — gate on the bug, not the realm. On a stock
// client Rip resolves to a valid row and this resolver is never consulted;
// if Turtle ever ships the missing client row, the DBC takes over and this
// goes dormant automatically.
#include "aura/ComboDuration.h"
#include <cstdint>
namespace Turtle::ComboDuration {
namespace {
struct Known {
uint32_t spellId;
int32_t baseMs;
int32_t maxMs;
};
constexpr Known kRip[] = {
{1079, 8000, 18000}, {9492, 8000, 18000}, {9493, 8000, 18000},
{9752, 8000, 18000}, {9894, 8000, 18000}, {9896, 8000, 18000},
};
bool Resolve(uint32_t spellId, int32_t *baseMs, int32_t *maxMs) {
for (const auto &k : kRip) {
if (k.spellId == spellId) {
*baseMs = k.baseMs;
*maxMs = k.maxMs;
return true;
}
}
return false;
}
const Aura::ComboDuration::AutoDanglingResolver _register{&Resolve};
} // namespace
} // namespace Turtle::ComboDuration
+69
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "turtle/Detect.h"
#include "Game.h"
#include <cstring>
namespace Turtle {
namespace {
// Latched once we've read the global as a string — Turtle never un-sets
// it, so a true result is permanent. A false read is NOT cached: FrameXML
// may not have run yet, so we re-probe on each call until it lands.
bool g_detected = false;
char g_version[32] = {0};
void Probe() {
if (g_detected)
return;
void *L = Game::Lua::State();
if (L == nullptr)
return;
// Read `_G["TURTLE_WOW_VERSION"]` without disturbing the caller's
// stack. RawGet avoids any (nonexistent, but free-to-skip) metatable
// side effects on the globals table.
const int top = Game::Lua::GetTop(L);
Game::Lua::PushString(L, "TURTLE_WOW_VERSION");
Game::Lua::RawGet(L, Game::Lua::GLOBALS_INDEX);
if (Game::Lua::IsString(L, -1)) {
const char *v = Game::Lua::ToString(L, -1);
if (v != nullptr) {
const size_t n = std::strlen(v);
const size_t copy =
(n < sizeof(g_version) - 1) ? n : sizeof(g_version) - 1;
std::memcpy(g_version, v, copy);
g_version[copy] = '\0';
}
g_detected = true;
}
Game::Lua::SetTop(L, top);
}
} // namespace
bool Detected() {
Probe();
return g_detected;
}
const char *Version() {
Probe();
return g_detected ? g_version : nullptr;
}
} // namespace Turtle
+37
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#pragma once
// Turtle WoW client detection — the gate for every module under
// `src/turtle/`. Turtle's FrameXML sets a `TURTLE_WOW_VERSION` global (see
// `FrameXML/Globals.lua`, e.g. `"1.18.1"`); its presence is the
// authoritative "this is the Turtle client" signal — no realm-list
// sniffing (which conflates "connected to Turtle" with "running the
// Turtle client" and was rejected for the Rip combo-duration work), no
// binary fingerprinting.
namespace Turtle {
// True iff running on a Turtle WoW client. Reads the `TURTLE_WOW_VERSION`
// global and LATCHES true once seen. Safe to call any time: it returns
// false until the in-game Lua state exists AND FrameXML's Globals.lua has
// run (so it can read false very early in boot / on the glue screen), then
// flips true and stays true. Never caches a false result, so an early
// probe can't wrongly pin a Turtle client as non-Turtle.
bool Detected();
// The Turtle client version string (e.g. `"1.18.1"`), or nullptr when not
// Turtle / not yet detected. Points at an internally-cached copy.
const char *Version();
} // namespace Turtle
+44
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// Turtle WoW custom healing auras. Aura 199
// (MOD_SPELL_HEALING_OF_ARMOR_PERCENT, "Ironclad") adds
// `Armor × amount / 100` to the player's spell healing bonus — not a stock
// vanilla aura index. Plugs into `Spell::HealingAura`'s resolver chain so
// the Turtle-specific aura semantic lives here, not in the stock
// GetSpellBonusHealing decoder. Gated on Turtle detection (the aura index
// is a generic slot number that could mean something else on another
// server).
#include "spell/HealingAura.h"
#include "turtle/Detect.h"
#include <cstdint>
namespace Turtle::HealingAura {
namespace {
constexpr int kAuraModHealingOfArmorPercent = 199; // × Armor (Ironclad)
long Resolve(int auraIndex, long amount, int32_t /*spirit*/, int32_t armor) {
if (!Turtle::Detected() || auraIndex != kAuraModHealingOfArmorPercent)
return 0;
return static_cast<long>(armor) * amount / 100;
}
const Spell::HealingAura::AutoResolver _register{&Resolve};
} // namespace
} // namespace Turtle::HealingAura
+64
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
// `ClosestUnitPosition(creatureID)` → `xPos, yPos, distance` — the world
// position of the nearest creature with the given NPC (creature-template)
// ID, and its distance from the player in yards. Returns nothing when no
// matching creature is found (the modern `MayReturnNothing` contract).
//
// Semantic note vs. retail: modern WoW's `ClosestUnitPosition` reads a
// static client-side spawn database and only works for starting-zone mobs
// (a tutorial/help helper). Vanilla 1.12 has no such database, so we
// implement the useful, 1.12-native reading: the closest creature of that
// entry that is CURRENTLY VISIBLE (in the client's object manager /
// broadcast window). The shared scan lives in Object::ClosestByEntry.
#include "Game.h"
#include "Offsets.h"
#include "guid/Guid.h"
#include "object/ClosestByEntry.h"
#include <cmath>
#include <cstdint>
namespace Unit::ClosestPosition {
namespace {
int __fastcall Script_ClosestUnitPosition(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: ClosestUnitPosition(creatureID)");
return 0;
}
const auto entry = static_cast<uint32_t>(Game::Lua::ToNumber(L, 1));
const Object::ClosestByEntry::Result r = Object::ClosestByEntry::Find(
Offsets::TYPEMASK_UNIT, Guid::Type::Creature, entry);
if (!r.found)
return 0;
Game::Lua::PushNumber(L, static_cast<double>(r.x));
Game::Lua::PushNumber(L, static_cast<double>(r.y));
Game::Lua::PushNumber(L, std::sqrt(static_cast<double>(r.distSq)));
return 3;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("ClosestUnitPosition",
&Script_ClosestUnitPosition);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Unit::ClosestPosition
+22
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@@ -163,6 +163,27 @@ int __fastcall Script_UnitIsOtherPlayersPet(void *L) {
return 1;
}
// `UnitOwnerGUID(unit)` — the GUID string of the unit's owner (the
// summoner of a pet/guardian/totem, or the charmer of a charmed unit),
// formatted `"0x…"`. Reuses the same owner field the pet predicates use
// (CharmedBy, else CreatedBy). Returns `nil` for an unresolved unit and
// for anything with no owner (players, world creatures).
int __fastcall Script_UnitOwnerGUID(void *L) {
const uint8_t *unit = ResolveUnit(L);
if (unit == nullptr) {
Game::Lua::PushNil(L);
return 1;
}
const uint64_t owner = OwnerGuid(unit);
if (owner == 0) {
Game::Lua::PushNil(L);
return 1;
}
char buf[Guid::STRING_SIZE];
Game::Lua::PushString(L, Guid::FormatAsString(owner, buf, sizeof buf));
return 1;
}
} // namespace
static void RegisterLuaFunctions() {
@@ -170,6 +191,7 @@ static void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("UnitIsPet", &Script_UnitIsPet);
Game::Lua::RegisterGlobalFunction("UnitIsOtherPlayersPet",
&Script_UnitIsOtherPlayersPet);
Game::Lua::RegisterGlobalFunction("UnitOwnerGUID", &Script_UnitOwnerGUID);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};