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Author SHA1 Message Date
Brues 555ea02447 loot: add C_Loot.LootAllCorpses to auto-loot nearby corpses
C_Loot.LootAllCorpses([max]) loots every nearby lootable corpse in
sequence -- coin (CMSG_LOOT_MONEY) plus every item slot (CMSG_LOOT_ITEM)
from each window before releasing and advancing. Optional max caps the
corpse count.

Shares Loot::Scan's existing corpse-walk state machine and its single
FUN_LOOT_CONTROLLER hook -- MinHook allows one hook per target, so this
can't be a separate module. ScanNearbyLoot scrapes each window and
releases; LootAllCorpses does the same walk but actually loots it first.
The walk stays silent (LOOT_OPENED/LOOT_CLOSED suppressed, so LootFrame
never flickers) while the item-received / money chat + inventory events
fire normally.

Packet-based and target-clean, matching the rest of the C_Loot suite:
no right-click, no target change, no auto-walk toward out-of-range
corpses. Money goes through FUN_005ea8c0 (CMSG_LOOT_MONEY) with the SAME
player pointer passed to FUN_CMSG_LOOT_UNIT -- whose send wrote this
window's target GUID to the player's +0x1D28 guard slot, so the money
send's internal guard passes. Item sends bypass the client BoP/unique
confirm dialog (the server still enforces real loot permissions).

Reimplemented in spirit from WeirdUtils's LootAllCorpses (public domain)
on our own packet loot primitives + object-scan helpers, rather than its
right-click-autoloot approach. Wires the existing AOELOOT keybinding to
it (was ScanNearbyLoot).
2026-07-31 14:51:24 -05:00
Brues e3f5318747 bag: gate BAG_UPDATE_DELAYED on VAR_IN_WORLD, drop the PEW latch
f91ffd3 gated the drain on a one-way PLAYER_ENTERING_WORLD latch
(Event::EnteringWorld::HasEnteredWorld), added on the belief that no
pollable in-world flag existed. cd674aa found the real one:
VAR_IN_WORLD (0x00B4B424), 1 while in world and 0 during any loading
screen.

The one-way latch stays true forever after the first login, so if the
object burst re-populates bag descriptors during a LATER zone/instance
loading screen it would fire BAG_UPDATE_DELAYED mid-load again -- the
very thing the gate was meant to prevent, recurring on every zone.
VAR_IN_WORLD clears on every transition, so polling it re-suppresses
during later loads and emits one DELAYED once actually in-world
(matching retail's one-per-load).

Switch the gate to VAR_IN_WORLD and remove the now-dead HasEnteredWorld
latch/accessor and its header; EnteringWorld keeps only its PEW-payload
role.
2026-07-31 13:04:15 -05:00
Brues cd674aa115 hearth: gate HEARTHSTONE_BOUND on in-world flag, not location diff
Turtle's server re-sends SMSG_BINDPOINTUPDATE on every map/zone
transition with the unchanged bind location, behind a loading screen.
The valid-flag gate only suppresses the initial post-login sync, so
every map change fired HEARTHSTONE_BOUND.

A player can't bind mid-load, so gate on the engine's "world is live"
flag instead: VAR_IN_WORLD (0x00B4B424), set to 1 by the enter-world
init FUN_004908C0 and back to 0 by the world-teardown FUN_00490A80 that
runs at the start of every transition (verified via the enter/leave
pair in Ghidra). The resync arrives with the flag 0 (suppressed); a
real innkeeper bind always arrives with it 1 (fires) -- including a
rebind at the same inn, unlike a location diff would.

Add VAR_IN_WORLD to Offsets.h (the real pollable in-world boolean;
0x00B4E37C, once wrongly labeled this, is only instance grace-period
state). Update the bind-handler offset comment and docs/API.md.
2026-07-31 12:58:32 -05:00
Brues f91ffd3189 bag: gate BAG_UPDATE_DELAYED on PLAYER_ENTERING_WORLD, not VAR_IN_WORLD
The in-world gate added in 5d785ea polled 0x00B4E37C, believed to be an
"in world" flag. It isn't: verified in the binary it's instance
grace-period state, written from a packet handler (FUN_0049e6c0) and
read only by the "recently left an instance" 90-second window check
(FUN_00495c90). It never reliably goes non-zero from being in the world,
so OnWorldTick's early-return held g_pending forever and
BAG_UPDATE_DELAYED stopped firing entirely. There is no clean pollable
in-world boolean at these offsets (0x00B4E378 is the map ID; map 0 is
valid).

Gate on the correct signal instead: PLAYER_ENTERING_WORLD, already owned
by Event::EnteringWorld. Expose a one-way HasEnteredWorld() latch flipped
the first time PEW fires (loading screen done, world live) and stays true
across /reload; UpdateDelayed holds g_pending until then, then emits one
DELAYED covering the settled login inventory. Correct the mislabeled
0x00B4E37C note in Offsets.h so the trap isn't repeated.
2026-07-30 20:13:05 -05:00
Brues 8361ae01eb equipment: unregister equip observers before re-registering on reload
PLAYER_EQUIPMENT_CHANGED fired an extra time per /reload. The event's
descriptor-field observers are registered in ObserverSetup_h, a co-hook
of the engine's per-enter-world inventory-observer setup. /reload
re-runs that setup but does NOT destroy the CGPlayer object, so the
prior session's observer nodes are still attached; the engine registrar
always appends (no dedup by callback), stacking a second observer per
equipment field each reload. Logout/login recreates the player object,
old nodes die with it, so the count resets to one -- matching the
observed "doubles only on /reload" symptom.

Unregister each equipment-field observer before re-registering it. On
/reload this drops the stale node (same object/guid/callback key) so we
keep exactly one per slot; on logout/login the object is already gone so
the unregister no-ops. Mirrors the objects-survive-/reload guard
Unit::TokenObserver uses for nameplates.
2026-07-30 20:02:59 -05:00
Brues 5d785ea0d3 bag: hold BAG_UPDATE_DELAYED until in-world
The per-frame world tick (FUN_0066FD50) runs behind the initial-login
loading screen, and the engine populates every bag slot during the
initial object burst -- setting g_pending while still loading. That made
OnWorldTick fire BAG_UPDATE_DELAYED repeatedly mid-load, so addons
rescanned bags for inventory that wasn't a real change yet.

Gate the drain on the engine's in-world flag (new VAR_IN_WORLD =
0x00B4E37C): hold g_pending -- without clearing -- until the flag is set.
The first in-world frame then emits a single DELAYED covering the settled
login inventory (matching retail's one BAG_UPDATE_DELAYED at login), and
a pending update suppressed during a later zone transition fires on
return. The three bag hooks are unchanged (still just set the flag).
2026-07-30 11:33:55 -05:00
Brues e84673dde5 item: clamp bank-bag slot count in NewItems baseline scan
AppendNonBagOwned read each bank-bag container's slot count straight
from the invMgr's first dword with no upper bound. A container resolved
while only partially initialized (plausible right at login) can yield a
garbage value there, driving AppendGuidArray into a multi-billion-
iteration loop -- a multi-second freeze. Clamp to kMaxContainerSlots
(64), far above any real vanilla/Turtle bag, so it's invisible to real
inventories and only trips on a bogus count.
2026-07-30 11:33:45 -05:00
Brues a2c5db7b76 time: add GetTimeCached() frame-stable timestamp
Backports retail 4.x's frame-cached GetTime() behavior under a distinct
name, leaving vanilla GetTime() live/per-call. 1.12's Script_GetTime
recomputes the OS tick on every call, so same-frame calls can differ;
GetTimeCached() samples once per frame (via the shared Tick::WorldTick
hook) and returns that until the next frame, on the same epoch as
GetTime() so the two are directly comparable. Falls back to a live
sample before the first world tick so it never returns 0.

Deliberately NOT a perf feature and documented as such: the 1.12 tick
source is cheap (GetTickCount shared-page read or rdtsc) and both
functions pay the same dominant Lua->C dispatch, so caching saves
nothing measurable. The only benefit is frame-stable semantics; the
real hot-loop fix is caching GetTime() in a Lua local, which no C
function can do for the caller. New global chosen over modifying
GetTime() to avoid changing a core vanilla function's behavior.
2026-07-30 03:12:07 -05:00
Brues 46597f6587 unit: fire UPDATE_MOUSEOVER_UNIT on mouseover loss
Vanilla fires UPDATE_MOUSEOVER_UNIT only when a mouseover unit is gained;
moving the cursor off a unit clears the mouseover and signals nothing.
Retail fires for both gain and loss, so addons watching
UnitExists("mouseover") can react when it goes false. This restores the
loss fire.

Co-hooks the engine's mouseover set/clear chokepoint (FUN_00492890) --
the ONLY writer of the mouseover GUID globals, so every gain/loss/change
flows through it. Resolves whether the mouseover is a unit before and
after the original and fires the event on the unit->non-unit transition.

Gating on unit TYPE (not just "GUID present -> absent") is load-bearing:
the same GUID slot also holds gameobjects and items, which never fire a
gain, so a naive present->absent test spuriously fired when moving off a
herb node or chest (reported in testing). The unit|player object-mask
resolve fixes that; the !hasUnit half prevents a double-fire on any
->unit transition the engine already covered inline.

Change-gated target (per-frame would spam the gain event while
hovering), so it's a cool hook. Documented in API.md (loss-fire fix
subsection + TOC) and Events.md notes.
2026-07-30 00:45:00 -05:00
Brues 4e1c1863e9 debugtools: add Refresh button to TableInspector
Re-reads the current level's live table in place. The nav stack holds
the real table reference (never a copy), so refresh reflects mutations
made since the view was built -- keys added/removed, values changed --
without leaving the current view. Scroll position is preserved (Back and
drill reset to top; refresh deliberately doesn't) and Update re-clamps
the offset if the entry count shrank. No-op if the held reference is no
longer a table.

Adds TableInspector_Refresh() and a Refresh button in the header between
Back and the breadcrumb (breadcrumb shifted right and narrowed to fit).
2026-07-29 23:58:01 -05:00
Brues a4c57614bc debugtool: Use MouseIsOver global for fallback
WIthout ClassicAPI this will fallback to the 1.12.1 implementention of MouseIsOver
2026-07-29 13:14:13 -05:00
Brues e1a9d9b5c4 docs: document IsIndoors / IsOutdoors
Add the two globals to the State section of docs/API.md (with TOC
entries) and the README State row. Notes the 1/nil return contract
(retail + SuperWoW 2.2 parity) and that the state is a live WMO
geometry query, not zone/area based.
2026-07-29 11:04:45 -05:00
Brues cd280ac307 state: add IsIndoors / IsOutdoors globals
Backport the modern `IsIndoors()` / `IsOutdoors()` no-arg globals to 1.12.
Both return 1 when the condition holds, nil otherwise (the historical
retail contract, also what SuperWoW 2.2 uses), so `if IsOutdoors()` and
`IsOutdoors() == 1` both work. Recomputed live from the engine's WMO
geometry query, so they flip as the player crosses an interior threshold
rather than tracking zone/area; nil pre-world.

The signal is a live WMO query, not a cached flag. Vanilla ships no Lua
binding for it, and the static anchors all dead-ended (the WMO runtime
flag bits differ from 3.3.5; ZONE_CHANGED_INDOORS is never fired with a
literal event ID; WMOAreaTable is only the area-naming path). SuperWoW
2.2 exposes `IsIndoors`, so decoding its handler gave the exact recipe:
resolve the local player object, then call FUN_00612cc0(unit) -- a thunk
that reads the unit world/collision context at +0xE0 and tail-jumps to
the WMO query FUN_006706f0 (nonzero = outdoors, fully null-safe). Same
shape as the 3.3.5 client's IsIndoors (unit+0xB8), so cross-confirmed.

Added Offsets::FUN_UNIT_IS_OUTDOORS with the full trail; the two
functions live in Unit::State next to IsMounted / IsSwimming and share
Unit::Identity::PlayerObject().
2026-07-29 11:01:59 -05:00
Brues 564495248c item: apply random suffix in by-string GetItemNameByID / GetItemInfo
C_Item.GetItemNameByID and C_Item.GetItemInfo resolved an item link down
to just the itemID and dropped the random suffix (3rd `item:` field), so
"item:12022:0:769:0" returned "Iridium Chain" instead of "Iridium Chain of
the Owl" (and GetItemInfo's rebuilt link lost the 769). The global
GetItemInfo applies it; now these match.

Item::Arg::Resolve parses the suffix alongside the itemID. New
Item::Link::NameFromIDSuffix builds the suffix-decorated name from
(itemID, suffixID) without a live CGItem, via the engine's inner name
builder (FUN_005d8b00 = the formatter behind FUN_ITEM_BUILD_INSTANCE_NAME,
which reads the localized "of the X" suffix from ItemRandomProperties).
Item::Link::BasicFromIDSuffix preserves the suffix in the rebuilt link
(payload + bracketed name); BasicFromItemID is now a suffix=0 wrapper.

GetItemNameByID and GetItemInfo route through these; numeric/suffixless
input still yields the base name. Numeric item stats are unaffected (the
suffix only decorates the name/link). Enchant/unique fields are normalized
to 0 in the rebuilt link (suffix is what affects the name).

Verified in-game: item:12022:0:769:0 -> "Iridium Chain of the Owl" (name +
link); bare 12022 / item:12022:0:0:0 -> "Iridium Chain".
2026-07-28 16:33:50 -05:00
Brues 1f3f3cb9f6 aura: infer server-side DoT-duration changes from the triggering cast
C_UnitAuras expirationTime for a debuff on another unit is derived from
SMSG_SPELL_GO at cast time; the vanilla server never retransmits a LATER
server-side duration change on a non-self unit (verified in the server
source: SetAuraDuration/RefreshHolder, and UpdateAuraDuration is self-
scoped -- on a mob no packet is built at all). So a refresh/consume goes
stale in our cache. We can't hear the change, but we DO see the triggering
cast, so mirror the server's edit off that.

Aura::Source gains a rule engine applied in SpellGo_h (before the aura
gate -- triggers apply no aura themselves): a trigger matched by exact
spellID OR by SpellFamilyName + school index, an affected aura matched by
family + family-flag overlap (+ optional icon, rank-proof like the server
scripts), and an op (refresh/reduce/set/remove). Proc-applied affected
auras enter the cache unattributed (casterGuid 0); the rule accepts those
and attributes them to the trigger caster (also gives them a sourceUnit).

Lua: C_UnitAuras.RegisterAuraDurationModifier (exact-ID trigger) and
RegisterAuraDurationModifierByTrigger (family+school trigger), so the
server-specific ruleset lives in the addon, not the DLL.

Default Turtle ruleset (AuraDurationModifiers.lua, gated on
TURTLE_WOW_VERSION; IDs/flags DBC-verified):
  Conflagrate  -> reduce Immolate 3s
  Molten Blast -> refresh Flame Shock
  Shadow Weaving (5/5 talent 15334) -> priest shadow-school casts refresh
    Shadow Vulnerability 15258 (covers the max-stack refresh blind spot;
    Turtle reworked it, so stock DBC proc masks don't apply -- match by
    school). Best-effort: DoT-tick procs emit no cast packet.
Carnage's roll-gated Rip/Rake refresh is deliberately excluded (the client
can't know the server roll).

Verified in-game (debug trace): Conflagrate/Molten Blast, and Mind Blast /
SW:P / Mind Flay all refresh 15258 with advancing expiration + sourceUnit.
2026-07-28 16:14:45 -05:00
25 changed files with 1222 additions and 92 deletions
+1
View File
@@ -43,3 +43,4 @@ Util\Vector2D.lua
Util\Vector3D.lua
Util\Vector4D.lua
Util\UIParent.lua
Util\AuraDurationModifiers.lua
@@ -0,0 +1,70 @@
-- Server-side DoT-duration adjustments the 1.12 client is never told about.
--
-- ClassicAPI derives C_UnitAuras expirationTime for a debuff on another unit
-- from the cast packet (SMSG_SPELL_GO). The vanilla server never retransmits a
-- LATER server-side duration change on a non-self unit -- verified in the
-- server source: the change runs through SetAuraDuration / RefreshHolder, and
-- the only duration packet (SMSG_UPDATE_AURA_DURATION) is self-scoped to the
-- aura-bearer, so an observing caster hears nothing (and on a mob the packet
-- isn't even built). We can't hear the change, but we DO see the *triggering*
-- cast, so C_UnitAuras.RegisterAuraDurationModifier mirrors the server's edit
-- off that trigger.
--
-- A trigger is matched by exact spellID (stable across ranks -- these are the
-- IDs the server binds its spell script to); the affected aura by
-- SpellFamilyName + a family-flag overlap (rank-proof, exactly how the server
-- scripts locate it). Flags below are from the client's Spell.dbc. When the
-- trigger is a whole class of spells rather than a named ability,
-- RegisterAuraDurationModifierByTrigger matches it by SpellFamilyName + school
-- index instead (see Shadow Weaving below).
--
-- NOT included on purpose: Carnage's Rip/Rake refresh fires behind a
-- server-side probability roll on Ferocious Bite. The client can't know the
-- roll's outcome, so inferring it would show wrong timers. If you accept that,
-- register it yourself, e.g. (DRUID = 7):
-- C_UnitAuras.RegisterAuraDurationModifier(<ferociousBiteID>, 7, tonumber("800000",16), 108, "refresh") -- Rip
-- C_UnitAuras.RegisterAuraDurationModifier(<ferociousBiteID>, 7, tonumber("1000",16), 494, "refresh") -- Rake
-- Conflagrate's *full*-consume variant (other servers) removes Immolate
-- outright; that clears the aura slot and ClassicAPI evicts it via the normal
-- removal path, so the reduce rule below is harmless there and correct on
-- Turtle (where Immolate keeps ticking with 3s shaved off).
if TURTLE_WOW_VERSION then
local WARLOCK, SHAMAN = 5, 11
-- Lua 5.0 has no 0x hex literals; tonumber(hex, 16) keeps the flags readable.
local IMMOLATE_FLAG = tonumber("4", 16) -- CF_WARLOCK_IMMOLATE (bit 2)
local FLAMESHOCK_FLAG = tonumber("10000000", 16) -- CF_SHAMAN_FLAME_SHOCK (bit 28)
-- Conflagrate (all ranks) -> shave 3s off the caster's Immolate.
local CONFLAGRATE = { 17962, 18930, 18931, 18932 }
for i = 1, table.getn(CONFLAGRATE) do
C_UnitAuras.RegisterAuraDurationModifier(CONFLAGRATE[i], WARLOCK, IMMOLATE_FLAG, 0, "reduce", 3)
end
-- Molten Blast (all ranks) -> refresh the caster's Flame Shock to full.
local MOLTEN_BLAST = { 36916, 36917, 36918, 36919, 36920, 36921 }
for i = 1, table.getn(MOLTEN_BLAST) do
C_UnitAuras.RegisterAuraDurationModifier(MOLTEN_BLAST[i], SHAMAN, FLAMESHOCK_FLAG, 0, "refresh")
end
end
-- Shadow Weaving (priest): any shadow-school priest cast refreshes the caster's
-- Shadow Vulnerability (15258, 15s, stacks to 5). The 1->5 stack changes fire
-- OnAuraStacksChanged (already handled); the 5->5 refresh is the silent blind
-- spot this covers. Matched by family(6) + school(5) so it spans every priest
-- shadow spell/rank incl. Turtle additions, excluding holy/discipline casts
-- (Smite, heals) which are priest-family but not shadow-school.
--
-- Gated on the 5/5 talent (15334), where the proc is 100% -> deterministic;
-- below 5/5 it's chance-based and inferring on every cast would over-refresh.
-- Deferred to SPELLS_CHANGED because talent/spell state isn't ready at load,
-- and re-checked there so a respec INTO 5/5 registers without a reload.
-- Caveat: DoT *ticks* (SW:P / Devouring Plague) refresh it server-side too but
-- emit no cast packet, so a pure DoT-only phase (no direct casts) under-counts.
local PRIEST, SHADOW = 6, 5
local SW_FLAG, SW_ICON = tonumber("4000000", 16), 9 -- 15258 SpellFamilyFlags + icon
EventUtil.RegisterOnceFrameEventAndCallback("SPELLS_CHANGED", function()
if IsPlayerSpell(15334) then
C_UnitAuras.RegisterAuraDurationModifierByTrigger(PRIEST, SHADOW, PRIEST, SW_FLAG, SW_ICON, "refresh")
end
end)
+1 -1
View File
@@ -547,7 +547,7 @@ function EventTraceFrame_Update()
button:GetHighlightTexture():SetVertexColor(.8, .8, 1, .15);
button:UnlockHighlight();
end
if (button:IsMouseOver()) then
if MouseIsOver(button) then
EventTraceFrameEvent_OnEnter(button);
end
end
+13 -5
View File
@@ -456,14 +456,11 @@
</Anchor>
</Anchors>
</FontString>
<!-- Breadcrumb showing the active navigation path,
e.g. "_G > MyFrame > backdrop". Updated each
`TableInspectorFrame_Update` tick. -->
<FontString name="$parentBreadcrumb" inherits="GameFontHighlightSmall" justifyH="LEFT">
<Size x="380" y="16"/>
<Size x="300" y="16"/>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="80" y="-34"/>
<Offset x="156" y="-34"/>
</Anchor>
</Anchors>
</FontString>
@@ -510,6 +507,17 @@
<OnClick>TableInspector_Back();</OnClick>
</Scripts>
</Button>
<Button name="$parentRefreshButton" inherits="UIPanelButtonTemplate" text="Refresh">
<Size x="70" y="20"/>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentBackButton" relativePoint="RIGHT">
<Offset x="4" y="0"/>
</Anchor>
</Anchors>
<Scripts>
<OnClick>TableInspector_Refresh();</OnClick>
</Scripts>
</Button>
<Slider name="$parentScroll" orientation="VERTICAL">
<Size x="16" y="0"/>
<Anchors>
+8
View File
@@ -20,6 +20,7 @@
-- TableInspector_Show(tbl, label) -- open with `tbl` as root, `label` shown in breadcrumb
-- TableInspector_Push(tbl, label) -- drill in (called by row click)
-- TableInspector_Back() -- pop one level
-- TableInspector_Refresh() -- re-read the current level's live table (scroll kept)
-- TableInspector_Close() -- hide the window
-- /tinspect <luaexpr> -- evaluate `<luaexpr>` as Lua and open if result is a table
------------------------------------------------------------------------------
@@ -184,6 +185,13 @@ function TableInspector_Back()
TableInspectorFrame_Update();
end
function TableInspector_Refresh()
local top = _navStack[table.getn(_navStack)];
if (not top or type(top.tbl) ~= "table") then return; end
_RebuildEntries();
TableInspectorFrame_Update();
end
function TableInspector_Close()
if (_TableInspectorFrame) then _TableInspectorFrame:Hide(); end
_navStack = {};
+4 -4
View File
@@ -45,7 +45,7 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [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.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` |
| [Loot](docs/API.md#loot) | `C_Loot.GetNearbyLootableUnits`, `C_Loot.GetLastScanResults`, `C_Loot.IsScanInProgress`, `C_Loot.LootAllCorpses`, `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` |
| [Lua](docs/API.md#lua) | `coroutine.create`, `coroutine.resume`, `coroutine.status`, `coroutine.wrap`, `coroutine.yield`, `CreateFromMixins`, `math.fmod`, `math.huge`, `math.modf`, `Mixin`, `select`, `string.gmatch`, `string.match`, `string.reverse`, `strjoin`, `strreplace`, `strrev`, `strsplit`, `strtrim`, `table.count`, `table.wipe` |
@@ -61,17 +61,17 @@ Full per-function reference: **[docs/API.md](docs/API.md)**.
| [Quest](docs/API.md#quest) | `C_QuestLog.GetNumQuestObjectives`, `C_QuestLog.GetQuestDetails`, `C_QuestLog.GetHeaderIndexForQuest`, `C_QuestLog.GetLogIndexForQuestID`, `C_QuestLog.GetQuestIDForLogIndex`, `C_QuestLog.GetTitleForQuestID`, `C_QuestLog.IsOnQuest`, `C_QuestLog.IsQuestDataCachedByID`, `C_QuestLog.IsUnitOnQuest`, `C_QuestLog.RequestLoadQuestByID`, `GetQuestLogLeaderBoardID` |
| [Spell](docs/API.md#spell) | `C_Spell.CancelSpellByID`, `C_Spell.CastAtCursor`, `C_Spell.CastAtUnit`, `C_Spell.CastingInfo`, `C_Spell.ChannelInfo`, `C_Spell.DoesSpellExist`, `C_Spell.GetSchoolString`, `C_Spell.GetSpellCooldown`, `C_Spell.GetSpellDescription`, `C_Spell.GetSpellEffectMechanics`, `C_Spell.GetSpellInfo`, `C_Spell.GetSpellLevelInfo`, `C_Spell.GetSpellLink`, `C_Spell.GetSpellMechanicByID`, `C_Spell.GetSpellName`, `C_Spell.GetSpellPowerCost`, `C_Spell.GetSpellRadius`, `C_Spell.GetSpellReagents`, `C_Spell.GetSpellRequiredTargetLevel`, `C_Spell.GetSpellSubtext`, `C_Spell.GetSpellTexture`, `C_Spell.IsAutoAttackSpell`, `C_Spell.IsCurrentSpell`, `C_Spell.IsRangedAutoAttackSpell`, `C_Spell.IsSelfBuff`, `C_Spell.IsSpellHarmful`, `C_Spell.IsSpellHelpful`, `C_Spell.IsSpellInRange`, `C_Spell.IsSpellPassive`, `C_Spell.IsSpellUsable`, `C_Spell.SpellHasRange`, `C_Spell.UnitCastingInfo`, `C_Spell.UnitChannelInfo`, `CanDualWield`, `CancelSpellByName`, `CastSpellNoToggle`, `GetCraftSpellID`, `GetSpellBonusDamage`, `GetSpellBonusHealing`, `GetSpellInfo`, `GetSpellLink`, `GetSpellRadius`, `GetSpellRequiredTargetLevel`, `GetSpellSchool`, `IsHarmfulSpell`, `IsHelpfulSpell`, `IsPassiveSpell`, `IsPlayerSpell`, `IsSpellKnown`, `IsUsableSpell`, `SpellHasRange` |
| [SpellBook](docs/API.md#spellbook) | `C_SpellBook.GetCurrentLevelSpells`, `C_SpellBook.GetSkillLineName`, `C_SpellBook.GetSkillLineRank`, `C_SpellBook.GetSpellLevelLearned`, `C_SpellBook.GetSpellSkillLine`, `C_SpellBook.IsAutoAttackSpellBookItem`, `C_SpellBook.IsRangedAutoAttackSpellBookItem`, `FindSpellBookSlotByID` |
| [State](docs/API.md#state) | `CancelShapeshiftForm`, `Dismount`, `GetMirrorTimerInfo`, `GetMirrorTimerProgress`, `GetShapeshiftFormID`, `IsAssistingRitual`, `IsFalling`, `IsInGroup`, `IsInRaid`, `IsLoggedIn`, `IsMounted`, `IsStealthed`, `IsSwimming` |
| [State](docs/API.md#state) | `CancelShapeshiftForm`, `Dismount`, `GetMirrorTimerInfo`, `GetMirrorTimerProgress`, `GetShapeshiftFormID`, `IsAssistingRitual`, `IsFalling`, `IsIndoors`, `IsInGroup`, `IsInRaid`, `IsLoggedIn`, `IsMounted`, `IsOutdoors`, `IsStealthed`, `IsSwimming` |
| [System](docs/API.md#system) | `CopyToClipboard`, `GetPhysicalScreenSize` |
| [Talent](docs/API.md#talent) | `GetTalentIDByIndex`, `GetTalentSpellID` |
| [Targeting](docs/API.md#targeting) | `GetPlayerFacing`, `TargetDirectionEnemy`, `TargetDirectionFriend`, `TargetNearest`, `TargetNearestEnemyPlayer`, `TargetNearestFriendPlayer` |
| [TaxiMap](docs/API.md#taximap) | `C_TaxiMap.GetTaxiNodesForMap`, `C_TaxiMap.GetAllTaxiNodes`, `C_TaxiMap.GetTaxiPaths`, `C_TaxiMap.GetTaxiPathWaypoints`, `C_TaxiMap.GetTaxiRoute` |
| [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` |
| [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`, `GetTimeCached` |
| [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) | `ClosestUnitPosition`, `GetUnitSpeed`, `UnitClassBase`, `UnitCreatureFamilyID`, `UnitCreatureTypeID`, `UnitDistanceSquared`, `UnitGUID`, `UnitHealthMissing`, `UnitInLineOfSight`, `UnitInRange`, `UnitIsAFK`, `UnitIsDND`, `UnitIsFeignDeath`, `UnitIsInMyGuild`, `UnitIsMinion`, `UnitIsOtherPlayersPet`, `UnitIsPet`, `UnitIsPossessed`, `UnitOwnerGUID`, `UnitPosition`, `UnitPower`, `UnitPowerMax`, `UnitPowerMissing`, `UnitPowerType`, `UnitRaceBase`, `UnitSpellHaste`, `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` |
| [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.RegisterAuraDurationModifier`, `C_UnitAuras.RegisterAuraDurationModifierByTrigger`, `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` |
+234 -3
View File
@@ -129,6 +129,7 @@ build instructions.
- [`QUEST_REMOVED` event](#quest_removed-event)
- [`QUEST_TURNED_IN` event](#quest_turned_in-event)
- [`UNIT_FACTION` event (fire-coverage fix)](#unit_faction-event-fire-coverage-fix)
- [`UPDATE_MOUSEOVER_UNIT` event (loss-fire fix)](#update_mouseover_unit-event-loss-fire-fix)
- [`UPDATE_SHAPESHIFT_FORM` event](#update_shapeshift_form-event)
- [Expansion](#expansion)
@@ -293,6 +294,7 @@ build instructions.
- [`C_Loot.LootUnit(guid)`](#c_lootlootunitguid)
- [`C_Loot.LootUnitItem(guid, itemID)`](#c_lootlootunititemguid-itemid)
- [`C_Loot.ScanNearbyLoot()`](#c_lootscannearbyloot)
- [`C_Loot.LootAllCorpses([max])`](#c_lootlootallcorpsesmax)
- [`C_Loot.IsScanInProgress()`](#c_lootisscaninprogress)
- [`C_Loot.GetLastScanResults()`](#c_lootgetlastscanresults)
@@ -459,6 +461,8 @@ build instructions.
- [`IsStealthed()`](#isstealthed)
- [`IsFalling()`](#isfalling)
- [`IsSwimming()`](#isswimming)
- [`IsIndoors()`](#isindoors)
- [`IsOutdoors()`](#isoutdoors)
- [`IsAssistingRitual()`](#isassistingritual)
- [`IsInGroup()`](#isingroup)
- [`IsInRaid()`](#isinraid)
@@ -491,6 +495,7 @@ build instructions.
- [Time](#time)
- [`GetServerTime()`](#getservertime)
- [`GetTimeCached()`](#gettimecached)
- [`C_Timer.After(seconds, callback)`](#c_timeraftersseconds-callback)
- [`C_Timer.NewTimer(seconds, callback)`](#c_timernewtimerseconds-callback)
- [`C_Timer.NewTicker(seconds, callback, [iterations])`](#c_timernewtickerseconds-callback-iterations)
@@ -553,6 +558,7 @@ build instructions.
- [`C_UnitAuras.GetPlayerAuraBySpellID(spellID)`](#c_unitaurasgetplayeraurabyspellidspellid)
- [`C_UnitAuras.GetAuraDataBySpellName(unit, spellName [, filter])`](#c_unitaurasgetauradatabyspellnameunit-spellname--filter)
- [`C_UnitAuras.RegisterComboDuration(spellID, baseSeconds, maxSeconds)`](#c_unitaurasregistercombodurationspellid-baseseconds-maxseconds)
- [`C_UnitAuras.RegisterAuraDurationModifier(triggerSpellID, affectedFamily, affectedFamilyFlags, affectedIcon, op [, valueSeconds])`](#c_unitaurasregisterauradurationmodifiertriggerspellid-affectedfamily-affectedfamilyflags-affectedicon-op--valueseconds)
- [`C_UnitAuras.GetUnitAuras(unit [, filter])`](#c_unitaurasgetunitaurasunit--filter)
- [`C_UnitAuras.GetAuraDispelTypeColor(dispelName)`](#c_unitaurasgetauradispeltypecolordispelname)
@@ -2534,9 +2540,15 @@ it: vanilla renders durability UI for equipped gear only.
### `HEARTHSTONE_BOUND` event
Fires (with no payload) every time the player binds their
hearthstone at an innkeeper. Polyfills modern WoW's event of the
same name — addons listen to `HEARTHSTONE_BOUND` and re-read
`GetBindLocation()` to refresh whatever bind-location UI they show.
hearthstone at an innkeeper — including a rebind at the same inn.
Polyfills modern WoW's event of the same name — addons listen to
`HEARTHSTONE_BOUND` and re-read `GetBindLocation()` to refresh
whatever bind-location UI they show.
> Note: the server re-sends the bind packet on map/zone transitions
> (behind the loading screen). Those resyncs are suppressed by gating
> on the engine's in-world flag, so the event fires only for an actual
> innkeeper bind, never on a map change.
```lua
local f = CreateFrame("Frame")
@@ -3120,6 +3132,60 @@ byte reads (cheap) and naturally handles the case where one packet
carries multiple rep updates whose threshold crossings ripple AT_WAR
state across unrelated slots.
### `UPDATE_MOUSEOVER_UNIT` event (loss-fire fix)
`UPDATE_MOUSEOVER_UNIT` exists in the vanilla event table and fires when a
mouseover unit is **gained**, but the 1.12 engine **never fires it on
loss** — moving the cursor off a unit clears the mouseover and signals
nothing. Modern WoW fires it for both gain and loss, so addons observing
`UnitExists("mouseover")` can react when it becomes false. We restore the
loss fire.
Payload is unchanged (none in vanilla — same as retail): the event
carries no args; handlers read `UnitExists("mouseover")`, which is
`nil`/false at fire time on the loss path.
```lua
local f = CreateFrame("Frame")
f:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
f:SetScript("OnEvent", function()
if event == "UPDATE_MOUSEOVER_UNIT" then
if UnitExists("mouseover") then
-- gained (or changed to) a mouseover unit
else
-- mouseover unit lost (the vanilla gap this fills)
end
end
end)
```
**Transitions and who fires them:**
| From | To | Fires? | Source |
|------|----|:------:|--------|
| unit | nothing | yes | ClassicAPI (silent in stock 1.12) |
| unit | gameobject | yes | ClassicAPI (mouseover unit genuinely lost) |
| gameobject | nothing | no | — (never fired a gain; not a unit) |
| anything | unit | yes | engine's own inline fire (gain / unit→unit) |
**Implementation notes**
The mouseover GUID lives in two globals written **only** by the engine's
mouseover set/clear chokepoint (`0x00492890`), so every gain / loss /
change flows through it — on a unit gain it fires `UPDATE_MOUSEOVER_UNIT`
itself, on loss it clears the GUID silently. We co-hook that function:
resolve whether the mouseover is a *unit* before and after the original,
and fire on the unit→non-unit transition. Gating on unit *type* (not just
"GUID present → absent") is load-bearing — the same GUID slot also holds
gameobjects and items, which never fire a gain, so the type check is what
keeps moving off a herb node or chest from spuriously firing. The
`!hasUnit` half prevents a double-fire on any →unit transition the engine
already covered.
The target is change-gated by its callers (if it ran per-frame the gain
event would spam while hovering), so it's a cool hook — no per-frame
overhead.
### `UPDATE_SHAPESHIFT_FORM` event
Fires whenever the local player's shapeshift form changes — entering
@@ -7105,6 +7171,45 @@ Per-corpse step timeout is ~3-6 seconds (180 WorldTick frames) so a
single dropped server response doesn't hang the whole scan. Failed
corpses simply don't appear in the results.
### `C_Loot.LootAllCorpses([max])`
Loots **every** nearby lootable corpse in sequence — the same corpse
walk as [`ScanNearbyLoot`](#c_lootscannearbyloot), but it actually takes
the loot: coin (`CMSG_LOOT_MONEY`) plus every item slot (`CMSG_LOOT_ITEM`)
from each window before releasing and advancing to the next corpse. The
optional `max` caps how many corpses are visited (default: all in range).
Returns `true` if the loot walk was queued, `false` if a walk (this or
`ScanNearbyLoot`) is already in progress or the world isn't loaded — the
two share one state machine, so [`IsScanInProgress`](#c_lootisscaninprogress)
reports either, and only one runs at a time.
Like the scan, the walk is **silent**: `LOOT_OPENED` / `LOOT_CLOSED` are
suppressed so `LootFrame` never flickers open per corpse. The normal
item-received and money events still fire (`CHAT_MSG_LOOT`,
`CHAT_MSG_MONEY`, inventory updates), so the player sees what they got.
```lua
-- Loot everything within interact range
C_Loot.LootAllCorpses()
-- Loot at most 5 corpses
C_Loot.LootAllCorpses(5)
```
Completion is signaled by [`LOOT_SCAN_COMPLETED`](#loot_scan_completed-event);
afterward [`GetLastScanResults()`](#c_lootgetlastscanresults) reports what
each corpse held — i.e. what was looted.
> **Range and permissions.** Only corpses inside the engine's own
> right-click-loot range are queued (same distance test as
> `GetNearbyLootableUnits`), and only those the server flagged lootable
> for you. The item sends bypass the client-side BoP/unique **confirm
> dialog** (appropriate for a programmatic loot-all), but the server still
> enforces every real rule — loot rights, distance, master-loot. Unlike a
> right-click, this does **not** change your target or auto-walk you toward
> out-of-range corpses.
### `C_Loot.IsScanInProgress()`
Returns `true` while a `ScanNearbyLoot` call is mid-flight, `false`
@@ -11099,6 +11204,37 @@ if IsSwimming() then
end
```
### `IsIndoors()`
Returns `1` if the local player is under a WMO roof — inside a building,
cave, or instance interior — and `nil` otherwise. `nil` before the player
object exists (pre-world).
Recomputed live from the engine's WMO geometry query, so it flips as you
cross an interior threshold rather than tracking the current zone/area —
you can be indoors and outdoors within the same subzone. Returns `1`/`nil`
(not `true`/`false`) to match the historical retail contract and
SuperWoW 2.2, so both `if IsIndoors()` and `IsIndoors() == 1` work.
```lua
if IsIndoors() then
-- suppress a mount cast that would just fail
end
```
### `IsOutdoors()`
Returns `1` if the local player is outdoors (open sky, or simply not
inside a WMO interior) and `nil` otherwise. Exact complement of
[`IsIndoors()`](#isindoors) for a resolvable player; both return `nil`
pre-world.
```lua
if IsOutdoors() then
CastSpellByName("Mount Up")
end
```
### `IsAssistingRitual()`
Returns `true` if the local player is currently clicking a warlock
@@ -11771,6 +11907,40 @@ right call for calendar / log-timestamp / cooldown-sync use cases.
> boundary and the timestamp is accurate to within a second of the
> engine's clock for as long as the session continues.
### `GetTimeCached()`
Returns the same value as [`GetTime()`](https://warcraft.wiki.gg/wiki/API_GetTime)
— seconds on the engine's uptime clock — but **frame-stable**: every call
within a single frame returns the identical value, refreshed once per
frame. Same epoch as `GetTime()`, so the two are directly comparable.
Backports the retail 4.x `GetTime()` behavior (retail samples the clock
once per frame in the main loop) under a distinct name, leaving vanilla's
`GetTime()` untouched — 1.12's `GetTime()` is *live*, recomputing the OS
tick on every call, so two same-frame `GetTime()` calls can differ.
```lua
-- Frame-stable: consistent timestamps across a frame's work
local now = GetTimeCached()
if now - lastFire >= interval then
lastFire = now
...
end
```
> **Not a performance feature.** The underlying tick source is cheap in
> 1.12 (`GetTickCount`, a user-mode shared-page read, or `rdtsc`), and
> both functions pay the same Lua→C call overhead, which dominates. So
> `GetTimeCached()` is not meaningfully faster than `GetTime()` — its
> only advantage is the frame-stable semantics. To actually cut cost in a
> hot `OnUpdate`, cache the value in a Lua local
> (`local now = GetTime()`) and reuse it; that removes the per-call Lua
> dispatch, which a cached C function cannot.
The cache is refreshed from the shared once-per-frame `Tick::WorldTick`
hook; before the first world tick (pre-login / glue) it falls back to a
live sample, so it never returns 0.
### `C_Timer.After(seconds, callback)`
Schedules `callback` to fire once after `seconds`. Returns nothing.
@@ -13174,6 +13344,67 @@ is the escape hatch for *other* custom servers with the same class of
gap — call it from your own config or addon; a registered override
beats both the DBC and the built-in values.
### `C_UnitAuras.RegisterAuraDurationModifier(triggerSpellID, affectedFamily, affectedFamilyFlags, affectedIcon, op [, valueSeconds])`
ClassicAPI extension for **server-side DoT-duration changes on another
unit that the client is never told about**. Returns `true` on success.
`expirationTime` for a debuff on another unit is computed from the cast
packet (`SMSG_SPELL_GO`) at cast time. When the server later changes that
debuff's remaining duration — a refresh, or a partial consume — 1.12 sends
**no** packet an observing caster can see (verified in the server source:
the change runs through `SetAuraDuration`/`RefreshHolder`, and the only
duration packet is self-scoped to the aura-bearer; on a mob it isn't even
built). So the cached `expirationTime` would go stale.
The client *does* always see the **triggering** cast, though. Register a
rule and ClassicAPI mirrors the server's edit on the cached aura when that
trigger lands:
| Arg | Meaning |
|-----|---------|
| `triggerSpellID` | The spell whose cast triggers the change (match one rank per call — use the exact IDs the server binds). |
| `affectedFamily` | `SpellFamilyName` of the affected aura (e.g. `5` warlock, `11` shaman, `7` druid). |
| `affectedFamilyFlags` | A `SpellFamilyFlags` bitmask; the affected aura matches if it overlaps. Family + flag is rank-proof (covers every rank at once). |
| `affectedIcon` | `SpellIconID` the affected aura must have, or `0` to match any. |
| `op` | `"refresh"` (reset to full duration), `"reduce"` (subtract `valueSeconds`, removing the aura if it would go non-positive), `"set"` (to `valueSeconds`), `"remove"`. |
| `valueSeconds` | Amount for `reduce`/`set`; ignored otherwise. |
The rule only fires for the aura **cast by the same unit** as the trigger
(these mechanics act on the caster's own DoT), and misses are excluded for
free (a missed trigger isn't in the packet's hit list).
**`C_UnitAuras.RegisterAuraDurationModifierByTrigger(triggerFamily, triggerSchool, affectedFamily, affectedFamilyFlags, affectedIcon, op [, valueSeconds])`**
is the same, but matches the *trigger* by `SpellFamilyName` + school index
(`0` physical … `2` fire, `5` shadow, `6` arcane; `< 0` = any) instead of an
exact spellID — one rule covers a whole class of spells (every rank, plus
server-added ones). Use it when the trigger is a category rather than a named
ability.
`!!!ClassicAPI` ships a default Turtle ruleset
([Util/AuraDurationModifiers.lua](../AddOns/!!!ClassicAPI/Util/AuraDurationModifiers.lua)):
Conflagrate shaves 3s off the caster's Immolate, Molten Blast refreshes the
caster's Flame Shock, and — for a 5/5 Shadow Weaving priest (talent `15334`,
where the proc is 100%) — any shadow-school priest cast refreshes the target's
Shadow Vulnerability (`15258`). Deliberately excluded: probabilistic effects
(Carnage's roll-gated Rip/Rake refresh, and Shadow Weaving below 5/5) — the
client can't see the server's roll, so inferring them would show wrong timers.
Two accepted best-effort caveats on the Shadow Weaving rule: DoT *ticks*
(SW:P / Devouring Plague) also refresh it server-side but emit no cast packet,
so a pure DoT-only phase under-counts slightly; and a full-consume Conflagrate
variant on other servers *removes* Immolate, which ClassicAPI already evicts
via the normal removal path (so the reduce rule is harmless there).
```lua
-- Flags are hex; Lua 5.0 has no 0x literals, so use tonumber(hex, 16).
-- Conflagrate (Rank 4) shaves 3s off the caster's Immolate (warlock, flag 0x4):
C_UnitAuras.RegisterAuraDurationModifier(18932, 5, tonumber("4", 16), 0, "reduce", 3)
-- Molten Blast refreshes the caster's Flame Shock (shaman, flag 0x10000000):
C_UnitAuras.RegisterAuraDurationModifier(36916, 11, tonumber("10000000", 16), 0, "refresh")
-- Any priest (6) shadow-school (5) cast refreshes Shadow Vulnerability (15258):
C_UnitAuras.RegisterAuraDurationModifierByTrigger(6, 5, 6, tonumber("4000000", 16), 9, "refresh")
```
### `C_UnitAuras.GetUnitAuras(unit [, filter])`
Returns a numerically-indexed array of `AuraData` tables for every
+11
View File
@@ -435,6 +435,17 @@ and other DLLs claim for custom events.
## Notes on specific entries
- **`[336] UPDATE_MOUSEOVER_UNIT` now fires on loss too (ClassicAPI).**
Stock 1.12 fires this only when a mouseover unit is *gained*; moving
the cursor off a unit clears the mouseover and signals nothing.
ClassicAPI co-hooks the engine's mouseover set/clear chokepoint
(`0x00492890`, the sole writer of the mouseover GUID) and fires
`UPDATE_MOUSEOVER_UNIT` on the unit→non-unit transition, matching
retail. Gated on the *old* mouseover being a unit and the *new* one
not, so moving off a gameobject / item (which never fired a gain)
doesn't spuriously fire. No payload either way — handlers read
`UnitExists("mouseover")`, false at fire time on loss. See
[API.md](API.md#update_mouseover_unit-event-loss-fire-fix).
- **Repeated `UNIT_*` entries at low indices** (e.g. four slots named
`UNIT_DAMAGE` at 128–131, five `UNIT_STATS` at 144–148, seven
`UNIT_RESISTANCES` at 149–155) — these are the per-stat /
+88 -7
View File
@@ -316,6 +316,16 @@ enum Offsets {
// C_Item.GetItemName exactly. Inner formatter FUN_005D8B00.
FUN_ITEM_BUILD_INSTANCE_NAME = 0x005D8BC0,
// Inner name formatter behind FUN_ITEM_BUILD_INSTANCE_NAME, callable
// WITHOUT a CGItem: `__fastcall(char *out /*ecx*/, uint outSize /*edx*/,
// uint32 itemID, int suffixID)`. Fetches the ItemStats record for itemID
// and, when suffixID is a valid ItemRandomProperties row with a localized
// suffix name (record +0x1c + locale*4), formats base + suffix via
// ITEM_SUFFIX_TEMPLATE; otherwise the base name. Lets the by-STRING item
// paths (GetItemNameByID, C_Item.GetItemInfo) apply an item link's random
// suffix without a live item instance.
FUN_ITEM_BUILD_NAME_FROM_ID = 0x005D8B00,
// Engine's inventory swap-and-send. Same primitive
// `Script_EquipCursorItem` (0x00489660) uses after the cursor's
// source location has been resolved. Sends opcode 0x10D
@@ -544,6 +554,31 @@ enum Offsets {
// input it's the right primitive.
FUN_TOKEN_TO_GUID = 0x00515970,
// Mouseover-unit GUID globals — the `"mouseover"` token resolves to
// these (see the token-dispatch list above). Written ONLY by
// `FUN_SET_MOUSEOVER_UNIT`; zero when nothing is moused over. Used by
// `Unit::Mouseover` to detect the loss transition.
VAR_MOUSEOVER_GUID_LO = 0x00B4E2C8,
VAR_MOUSEOVER_GUID_HI = 0x00B4E2CC,
// The engine's single mouseover set/clear chokepoint —
// `__stdcall(guidLo, guidHi, arg3, arg4)` (early returns are all
// `ret 0x10`, and the caller pushes 4 without cleaning). It is the
// ONLY writer of `VAR_MOUSEOVER_GUID_*`, so every mouseover
// gain/loss/change flows through it. On a unit gain it fires
// `UPDATE_MOUSEOVER_UNIT` itself (via `FUN_FIRE_EVENT_NO_ARGS(0x150)`
// in the friendly/hostile-unit tooltip case); on loss it clears the
// GUID but fires nothing — the gap `Unit::Mouseover` closes.
// Change-gated by its callers (if it ran per-frame the gain fire
// would spam every frame while hovering, which vanilla doesn't), so
// it's a cool hook target.
FUN_SET_MOUSEOVER_UNIT = 0x00492890,
// Event ID of `UPDATE_MOUSEOVER_UNIT` (name-table slot
// `0x00BE16D8` → `(0x16D8 - 0x1198) / 4`). Fired with no args via
// `FUN_FIRE_EVENT_NO_ARGS`; Lua handlers read `UnitExists("mouseover")`.
EVENT_UPDATE_MOUSEOVER_UNIT = 0x150,
// `SStrCmpI(a, b, n)` — Storm's case-insensitive memcmp-style
// comparator. **`int __stdcall(const char *a, const char *b, int n)`**
// — the function ends with `ret 0xc`, so the callee pops the
@@ -3790,6 +3825,19 @@ enum Offsets {
// `Script_IsInInstance`).
VAR_CURRENT_MAP_ID = 0x00B4E378,
// "World is live" flag — 1 while the player is fully in the world, 0 during
// any loading screen (initial login, zone/instance transition, logout to
// glue). Set to 1 by the enter-world init `FUN_004908C0` (guarded
// `if (==0){=1;...}`) and back to 0 by the world-teardown `FUN_00490A80`
// (`if(!=0){=0;...}`) that runs at the start of every transition. Byte flag.
// The clean pollable gate for "can this happen in the world right now" —
// e.g. suppressing server resync packets that arrive behind a loading
// screen. Verified via the enter/leave pair in Ghidra.
//
// (NOTE: 0x00B4E37C is NOT this flag — an earlier note wrongly claimed it
// was. That address is instance grace-period state, read only by the
// "recently left an instance" 90-second check in `FUN_00495c90`.)
VAR_IN_WORLD = 0x00B4B424,
// Local player's current AreaTable.dbc area ID (u32 storage; only
// the low 16 bits are used — the value is broadcast over the wire
@@ -4704,6 +4752,23 @@ enum Offsets {
// `castGameObject != 0`).
OFF_CGPLAYER_CAST_GAMEOBJECT_PTR = 0xB4,
// Indoor/outdoor query for a unit — backs `IsIndoors()` / `IsOutdoors()`
// (`unit/State.cpp`). `__fastcall(unit) -> uint` where **nonzero =
// outdoors**, 0 = indoors. A 2-instruction thunk: reads the unit's
// world/collision-context pointer at `unit + 0xE0` and tail-jumps to the
// WMO query `FUN_006706f0`. That query is fully null-safe — null context
// or a unit not inside a WMO group returns 1 (outdoors); otherwise it
// resolves the current WMO group via `FUN_0069d4f0` and returns bit 15
// (`0x8000`) of the group's runtime flags word (the OUTDOOR bit).
//
// Derived from SuperWoW 2.2's `IsIndoors` handler (which does exactly
// `unit = ObjMgr(0x10, PlayerGUID()); push (query(unit)==0)`), then
// confirmed against the vanilla binary. Vanilla ships no Lua binding for
// this; the 3.3.5 client's `IsIndoors` (`0x00612300`) uses the identical
// shape (`unit + 0xB8` → WMO group flag test), so the semantics are
// cross-checked across both clients.
FUN_UNIT_IS_OUTDOORS = 0x00612cc0,
// No `MOVEFLAG_FLYING` constant intentionally. Vanilla 1.12
// doesn't flip a flying bit during taxi flights (verified
// empirically: `IsFlying()` checking 0x01000000 stayed false
@@ -4823,18 +4888,19 @@ enum Offsets {
//
// Single caller (the packet dispatcher's jump table for opcode
// 0x155) — quiet hook target, no contention with other DLLs.
// Hooked by `Player::HearthstoneBound` to fire `HEARTHSTONE_BOUND`
// every time the user re-binds at an innkeeper. Gating off the
// bind-valid flag's transition distinguishes "initial sync" (the
// one we suppress) from "user rebound at an inn" (the one we
// fire on — even when the area string stays the same, since the
// bind ACTION is what fires the event).
// Hooked by `Player::HearthstoneBound` to fire `HEARTHSTONE_BOUND`.
// Two packets must be suppressed so the event reflects only a real
// innkeeper bind: (1) the initial post-login/char-switch sync
// (gated on VAR_BIND_POINT_VALID being 0 before the handler runs),
// and (2) Turtle's per-map-transition resync, which re-sends the
// packet behind a loading screen — gated on VAR_IN_WORLD (the
// player can't bind mid-load). See `Player::HearthstoneBound`.
FUN_BINDPOINT_UPDATE_HANDLER = 0x005ED3C0,
// "Bind point is valid" flag. Set to 1 by the BINDPOINTUPDATE
// handler after the packet has been fully parsed. Zeroed by
// `FUN_005E2510` (the per-character-entry init routine).
// Reading this BEFORE the handler runs distinguishes initial
// sync (`== 0`) from a real re-bind (`== 1`).
// sync (`== 0`) from a later packet (`== 1`).
VAR_BIND_POINT_VALID = 0x00C4D4E0,
// SMSG_QUESTGIVER_QUEST_COMPLETE handler (opcode 0x191). Server
@@ -5048,6 +5114,20 @@ enum Offsets {
// delayed crashes on unrelated vtable reads.
FUN_CMSG_LOOT_ITEM = 0x005E1AD0,
// `__fastcall(player)` — sends `CMSG_LOOT_MONEY` (the coin/money
// request) for the player's currently-open loot window. Vanilla has
// no `LootMoney` Lua global; coin is virtual loot slot 0 and the Lua
// `LootSlot` handler `FUN_004C2790` routes the coin slot here (its
// `param_1 == 0 && VAR_LOOT_LOOTABLE != 0` branch calls this with the
// resolved local player). Guards internally on the player's active
// loot GUID at `[player + 0x1D28]` — which `FUN_CMSG_LOOT_UNIT` writes
// when it sends the loot request — so it silently no-ops if no window
// is open. Pass the SAME player pointer used for `FUN_CMSG_LOOT_UNIT`
// so the `+0x1D28` guard it just wrote is the one read here.
// `Loot::Scan`'s `LootAllCorpses` path uses it to grab coin alongside
// the per-slot `CMSG_LOOT_ITEM` sends.
FUN_CMSG_LOOT_MONEY = 0x005EA8C0,
// UNIT_DYNAMIC_FLAGS within `m_objectFields`. Standard
// server-driven dynamic-state bitmask. Empirically verified by
// cross-referencing three `Script_*` accessors that all read
@@ -5417,6 +5497,7 @@ enum Offsets {
// sum). AttributesEx2 (+0x24) bit 0x20000000 disables spell mods.
OFF_SPELL_RECORD_FAMILY_NAME = 0x280, // u32
OFF_SPELL_RECORD_FAMILY_FLAGS = 0x284, // u64
OFF_SPELL_RECORD_ICON_ID = 0x1D4, // u32 SpellIconID (→ SpellIcon.dbc)
OFF_SPELL_RECORD_ATTRIBUTES = 0x18, // u32 (base Attributes)
SPELL_ATTR_PASSIVE = 0x40, // bit 6 — always-on aura
OFF_SPELL_RECORD_ATTRIBUTES_EX2 = 0x24, // u32
+263
View File
@@ -27,6 +27,7 @@
#include "unit/Identity.h"
#include <cstdint>
#include <cstring>
namespace Aura::Source {
@@ -234,6 +235,263 @@ void Evict(uint64_t targetGuid, uint32_t spellId) {
}
}
// ---- Server-side duration modifiers (trigger-driven inference) -----------
//
// Some server mechanics change a DoT's remaining time on another unit with
// NO client-visible signal — verified in tortoise-wow: the change goes
// through SetAuraDuration / RefreshHolder, and UpdateAuraDuration only
// notifies the aura's target-if-a-player (self-scoped), never the observing
// caster; on a mob the packet isn't even built. We can't hear the *change*,
// but we DO see the TRIGGERING cast's SMSG_SPELL_GO, so we mirror the
// server's edit on the cached entry. Rules come from Lua
// (`C_UnitAuras.RegisterAuraDurationModifier`), so the server-specific set
// lives in the addon, not the DLL. Turtle examples:
// Conflagrate -> Immolate: reduce 3s (Immolate keeps ticking, -3s)
// Molten Blast -> Flame Shock: refresh (RefreshHolder → reset to max)
// A trigger is matched by exact spellID (from the server's script binding,
// stable across ranks); the affected aura by SpellFamilyName + a family-flag
// overlap (+ optional icon) — rank-proof, exactly how the server's scripts
// find it. Conflagrate's *full*-consume path removes Immolate, which clears
// the descriptor slot → OnAuraRemoved already handles it; the reduce rule
// covers the keep-ticking case. Probabilistic refreshes (Carnage's roll) are
// deliberately NOT shipped as defaults — the client can't know the server's
// roll outcome, so inferring them would show wrong timers.
enum ModOp { MOD_REFRESH = 0, MOD_REDUCE = 1, MOD_SET = 2, MOD_REMOVE = 3 };
struct DurationMod {
uint32_t triggerSpellId; // exact trigger; 0 = match by family+school below
uint32_t triggerFamily; // (triggerSpellId==0) trigger's SpellFamilyName
int32_t triggerSchool; // (triggerSpellId==0) school index; -1 = any school
uint32_t affectedFamily; // SpellFamilyName of the affected aura
uint64_t affectedMask; // must overlap the affected aura's SpellFamilyFlags
uint32_t affectedIcon; // 0 = any; else affected aura's SpellIconID must equal
int32_t op;
int32_t valueMs; // REDUCE/SET amount; ignored by REFRESH/REMOVE
};
constexpr int kMaxMods = 128;
DurationMod g_mods[kMaxMods];
int g_modCount = 0;
bool AffectedMatches(const uint8_t *rec, const DurationMod &m) {
if (rec == nullptr)
return false;
if (*reinterpret_cast<const uint32_t *>(
rec + Offsets::OFF_SPELL_RECORD_FAMILY_NAME) != m.affectedFamily)
return false;
const uint64_t flags = *reinterpret_cast<const uint64_t *>(
rec + Offsets::OFF_SPELL_RECORD_FAMILY_FLAGS);
if ((flags & m.affectedMask) == 0)
return false;
if (m.affectedIcon != 0 &&
*reinterpret_cast<const uint32_t *>(
rec + Offsets::OFF_SPELL_RECORD_ICON_ID) != m.affectedIcon)
return false;
return true;
}
// A rule's trigger matches either by exact spellID, or (triggerSpellId == 0)
// by the cast spell's SpellFamilyName + school index — one rule then covers
// every rank / server-added spell of a class's school (e.g. any priest
// shadow-school cast, for Shadow Weaving). triggerSchool < 0 = any school.
bool TriggerMatches(const DurationMod &m, uint32_t triggerSpellId,
const uint8_t *triggerRec) {
if (m.triggerSpellId != 0)
return m.triggerSpellId == triggerSpellId;
if (triggerRec == nullptr)
return false;
if (*reinterpret_cast<const uint32_t *>(
triggerRec + Offsets::OFF_SPELL_RECORD_FAMILY_NAME) != m.triggerFamily)
return false;
if (m.triggerSchool >= 0 &&
static_cast<int32_t>(*reinterpret_cast<const uint32_t *>(
triggerRec + Offsets::OFF_SPELL_SCHOOL)) != m.triggerSchool)
return false;
return true;
}
void ApplyMod(Entry &e, const DurationMod &m, uint32_t now) {
switch (m.op) {
case MOD_REFRESH:
if (e.durationMs > 0)
e.expirationMs = now + e.durationMs; // RefreshHolder → reset to max
break;
case MOD_SET:
e.durationMs = static_cast<uint32_t>(m.valueMs);
e.expirationMs = now + static_cast<uint32_t>(m.valueMs);
break;
case MOD_REDUCE:
if (e.expirationMs != 0) {
if (e.expirationMs > now + static_cast<uint32_t>(m.valueMs))
e.expirationMs -= static_cast<uint32_t>(m.valueMs);
else
e.used = false; // shaved to/past now → server removes it
}
break;
case MOD_REMOVE:
e.used = false;
break;
}
}
// On a trigger cast landing on its hit targets, mirror the server's duration
// edit on the caster's own matching cached aura. Called from SpellGo_h before
// the aura gate — triggers (Conflagrate, Molten Blast) apply no aura of their
// own, so they'd otherwise be dropped.
void ApplyDurationModifiers(uint32_t triggerSpellId, uint64_t caster,
const uint64_t *targets, int numTargets) {
if (triggerSpellId == 0 || caster == 0 || numTargets <= 0)
return;
const uint8_t *triggerRec =
Spell::Lookup::RecordForID(static_cast<int>(triggerSpellId));
const uint32_t now = NowMs();
for (int r = 0; r < g_modCount; ++r) {
const DurationMod &m = g_mods[r];
if (!TriggerMatches(m, triggerSpellId, triggerRec))
continue;
for (int t = 0; t < numTargets; ++t) {
for (auto &e : g_cache) {
if (!e.used || e.targetGuid != targets[t])
continue;
// The mechanic acts on the trigger-caster's own aura. Cast-applied
// auras (Immolate, Flame Shock) carry caster == player from SpellGo;
// but PROC-applied ones (Shadow Weaving) enter the cache via the
// application hooks with casterGuid 0 (no SMSG_SPELL_GO ever named a
// caster), so accept those too and attribute them to this trigger
// caster (also gives them a sourceUnit).
if (e.casterGuid != 0 && e.casterGuid != caster)
continue;
if (!AffectedMatches(
Spell::Lookup::RecordForID(static_cast<int>(e.spellId)), m))
continue;
if (e.casterGuid == 0)
e.casterGuid = caster;
ApplyMod(e, m, now);
break; // one matching aura per (rule, target), like the server
}
}
}
}
bool RegisterDurationMod(uint32_t triggerSpellId, uint32_t triggerFamily,
int32_t triggerSchool, uint32_t affectedFamily,
uint64_t affectedMask, uint32_t affectedIcon, int op,
int32_t valueMs) {
// Trigger must be identified one way or the other.
if ((triggerSpellId == 0 && triggerFamily == 0) || affectedMask == 0 ||
op < MOD_REFRESH || op > MOD_REMOVE)
return false;
for (int i = 0; i < g_modCount; ++i) { // replace an identical rule
DurationMod &m = g_mods[i];
if (m.triggerSpellId == triggerSpellId && m.triggerFamily == triggerFamily &&
m.triggerSchool == triggerSchool && m.affectedFamily == affectedFamily &&
m.affectedMask == affectedMask && m.affectedIcon == affectedIcon) {
m.op = op;
m.valueMs = valueMs;
return true;
}
}
if (g_modCount >= kMaxMods)
return false;
g_mods[g_modCount++] = {triggerSpellId, triggerFamily, triggerSchool,
affectedFamily, affectedMask, affectedIcon, op, valueMs};
return true;
}
int OpFromString(const char *s) {
if (s == nullptr)
return -1;
if (_stricmp(s, "refresh") == 0)
return MOD_REFRESH;
if (_stricmp(s, "reduce") == 0)
return MOD_REDUCE;
if (_stricmp(s, "set") == 0)
return MOD_SET;
if (_stricmp(s, "remove") == 0)
return MOD_REMOVE;
return -1;
}
// `C_UnitAuras.RegisterAuraDurationModifier(triggerSpellID, affectedFamily,
// affectedFamilyFlags, affectedIcon, op [, valueSeconds])` -> bool.
// op: "refresh" | "reduce" | "set" | "remove". valueSeconds used by
// reduce/set. affectedIcon 0 = match any icon. Re-registering an identical
// (trigger, family, flags, icon) tuple replaces its op/value.
int __fastcall Script_RegisterAuraDurationModifier(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2) ||
!Game::Lua::IsNumber(L, 3) || !Game::Lua::IsNumber(L, 4) ||
!Game::Lua::IsString(L, 5)) {
Game::Lua::Error(
L, "Usage: C_UnitAuras.RegisterAuraDurationModifier(triggerSpellID, "
"affectedFamily, affectedFamilyFlags, affectedIcon, op[, "
"valueSeconds])");
return 0;
}
const auto trigger = static_cast<uint32_t>(Game::Lua::ToNumber(L, 1));
const auto family = static_cast<uint32_t>(Game::Lua::ToNumber(L, 2));
const auto mask = static_cast<uint64_t>(Game::Lua::ToNumber(L, 3));
const auto icon = static_cast<uint32_t>(Game::Lua::ToNumber(L, 4));
const int op = OpFromString(Game::Lua::ToString(L, 5));
const int32_t valueMs =
Game::Lua::IsNumber(L, 6)
? static_cast<int32_t>(Game::Lua::ToNumber(L, 6) * 1000.0)
: 0;
if (op < 0) {
Game::Lua::PushBool(L, false);
return 1;
}
Game::Lua::PushBool(L, RegisterDurationMod(trigger, /*triggerFamily*/ 0,
/*triggerSchool*/ -1, family, mask,
icon, op, valueMs));
return 1;
}
// `C_UnitAuras.RegisterAuraDurationModifierByTrigger(triggerFamily,
// triggerSchool, affectedFamily, affectedFamilyFlags, affectedIcon, op
// [, valueSeconds])` -> bool. Like the above, but the trigger is matched
// by SpellFamilyName + school index instead of an exact spellID — one rule
// covers every rank / server-added spell of a class's school. triggerSchool
// < 0 = any school. E.g. Shadow Weaving: priest (6) shadow-school (5) casts
// refresh the target's Shadow Vulnerability.
int __fastcall Script_RegisterAuraDurationModifierByTrigger(void *L) {
if (!Game::Lua::IsNumber(L, 1) || !Game::Lua::IsNumber(L, 2) ||
!Game::Lua::IsNumber(L, 3) || !Game::Lua::IsNumber(L, 4) ||
!Game::Lua::IsNumber(L, 5) || !Game::Lua::IsString(L, 6)) {
Game::Lua::Error(
L, "Usage: C_UnitAuras.RegisterAuraDurationModifierByTrigger("
"triggerFamily, triggerSchool, affectedFamily, affectedFamilyFlags, "
"affectedIcon, op[, valueSeconds])");
return 0;
}
const auto tfamily = static_cast<uint32_t>(Game::Lua::ToNumber(L, 1));
const auto tschool = static_cast<int32_t>(Game::Lua::ToNumber(L, 2));
const auto family = static_cast<uint32_t>(Game::Lua::ToNumber(L, 3));
const auto mask = static_cast<uint64_t>(Game::Lua::ToNumber(L, 4));
const auto icon = static_cast<uint32_t>(Game::Lua::ToNumber(L, 5));
const int op = OpFromString(Game::Lua::ToString(L, 6));
const int32_t valueMs =
Game::Lua::IsNumber(L, 7)
? static_cast<int32_t>(Game::Lua::ToNumber(L, 7) * 1000.0)
: 0;
if (op < 0 || tfamily == 0) {
Game::Lua::PushBool(L, false);
return 1;
}
Game::Lua::PushBool(L, RegisterDurationMod(/*triggerSpellId*/ 0, tfamily, tschool,
family, mask, icon, op, valueMs));
return 1;
}
void RegisterDurationModLua() {
Game::Lua::RegisterTableFunction("C_UnitAuras", "RegisterAuraDurationModifier",
&Script_RegisterAuraDurationModifier);
Game::Lua::RegisterTableFunction("C_UnitAuras",
"RegisterAuraDurationModifierByTrigger",
&Script_RegisterAuraDurationModifierByTrigger);
}
const Game::ModuleAutoRegister _autoregDurationMod{&RegisterDurationModLua};
// Wipe the whole cache. Used on a map transition (see OnWorldTick).
void FlushAll() {
for (auto &e : g_cache)
@@ -328,6 +586,11 @@ void __fastcall SpellGo_h(uint64_t *itemGUID, uint64_t *casterGUID,
if (caster == Unit::Identity::PlayerGuid())
Totem::Tracker::OnPlayerSpellGo(spellId);
// Mirror server-side duration edits the client is never told about
// (Conflagrate -3s Immolate, Molten Blast refresh Flame Shock, …). Runs
// before the aura gate below: the trigger spell applies no aura itself.
ApplyDurationModifiers(spellId, caster, targets, numTargets);
const uint8_t *rec = Spell::Lookup::RecordForID(static_cast<int>(spellId));
if (!SpellAppliesAura(rec))
return;
+15
View File
@@ -60,6 +60,8 @@
#include "event/Custom.h"
#include "tick/WorldTick.h"
#include <cstdint>
namespace Bag::UpdateDelayed {
namespace {
@@ -127,6 +129,19 @@ unsigned __fastcall KeyringDescChange_h(void *bagDesc, void *edx,
void OnWorldTick() {
if (!g_pending)
return;
// Bag changes aren't meaningful until the player is actually in the world.
// During any loading screen (initial login, zone/instance transition) the
// engine re-populates bag slots as objects stream in (setting g_pending)
// while still behind the screen; the per-frame world tick runs there too,
// so firing BAG_UPDATE_DELAYED would make addons rescan bags repeatedly
// mid-load for no real change. Hold the pending flag — do NOT clear it —
// until the engine's in-world flag is set; the first in-world frame then
// emits a single DELAYED covering the settled inventory (matching retail's
// one BAG_UPDATE_DELAYED per load). VAR_IN_WORLD clears on every transition,
// so this re-suppresses on later zone changes too, not just initial login.
if (*reinterpret_cast<const volatile uint8_t *>(
static_cast<uintptr_t>(Offsets::VAR_IN_WORLD)) == 0)
return;
g_pending = false;
const int slot = Event::Custom::Lookup(kEventName);
if (slot >= 0)
+1 -3
View File
@@ -13,8 +13,6 @@
TargetUnit("focus");
</Binding>
<Binding name="AOELOOT">
if not C_Loot.IsScanInProgress() then
C_Loot.ScanNearbyLoot()
end
C_Loot.LootAllCorpses()
</Binding>
</Bindings>
+13 -2
View File
@@ -21,7 +21,7 @@
namespace Item::Arg {
Resolved Resolve(void *L, int idx) {
Resolved out{0, nullptr};
Resolved out{0, 0, nullptr};
if (Game::Lua::IsNumber(L, idx)) {
out.itemID = static_cast<int>(Game::Lua::ToNumber(L, idx));
return out;
@@ -34,7 +34,18 @@ Resolved Resolve(void *L, int idx) {
return out;
}
if (const char *m = std::strstr(s, "item:")) {
out.itemID = std::atoi(m + 5);
m += 5;
out.itemID = std::atoi(m);
// Random suffix is the 3rd colon-separated field: itemID:enchant:suffix.
// Walk to the 2nd ':' (stopping at the link boundary), read the number
// after it. Bare "item:N" (no colons) leaves suffix 0.
int colons = 0;
for (const char *p = m; *p != '\0' && *p != '|'; ++p) {
if (*p == ':' && ++colons == 2) {
out.suffix = std::atoi(p + 1);
break;
}
}
return out;
}
// Plain string — try numeric, otherwise expose as a name for
+1
View File
@@ -22,6 +22,7 @@ namespace Item::Arg {
// can ignore `name` and treat `itemID == 0` as "no usable input".
struct Resolved {
int itemID;
int suffix; // random-property / suffix ID (3rd `item:` field), 0 if none
const char *name;
};
+15 -4
View File
@@ -259,7 +259,8 @@ static int __fastcall Script_C_Item_GetItemFamily(void *L) {
// the value lands on a retry after `GET_ITEM_INFO_RECEIVED`,
// matching the modern async contract.
static int __fastcall Script_C_Item_GetItemInfo(void *L) {
const int itemID = Item::Arg::ResolveItemID(L, 1);
const Item::Arg::Resolved arg = Item::Arg::Resolve(L, 1);
const int itemID = arg.itemID;
if (itemID <= 0)
return 0;
@@ -288,14 +289,24 @@ static int __fastcall Script_C_Item_GetItemInfo(void *L) {
const char *description = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSTATS_DESCRIPTION);
// Apply the link's random suffix ("... of the Owl") to both the name and
// the reconstructed link when the input carried one (arg.suffix); with no
// suffix these reduce to the base name / plain `item:N:0:0:0` link.
char suffixedName[128];
const char *displayName =
Item::Link::NameFromIDSuffix(static_cast<uint32_t>(itemID), arg.suffix,
suffixedName, sizeof(suffixedName))
? suffixedName
: name;
char iconPath[260];
if (!BuildIconPath(displayInfoID, iconPath, sizeof(iconPath)))
iconPath[0] = 0;
char link[256];
const bool haveLink = Item::Link::BasicFromItemID(static_cast<uint32_t>(itemID),
link, sizeof(link));
const bool haveLink = Item::Link::BasicFromIDSuffix(static_cast<uint32_t>(itemID),
arg.suffix, link, sizeof(link));
Game::Lua::PushString(L, PushedOrEmpty(name)); // 1 itemName
Game::Lua::PushString(L, PushedOrEmpty(displayName)); // 1 itemName
if (haveLink)
Game::Lua::PushString(L, link); // 2 itemLink
else
+31 -7
View File
@@ -30,6 +30,10 @@ using BuildItemLink_t = const char *(__fastcall *)(const void *cgItem);
using BuildInstanceName_t = void(__thiscall *)(const void *cgItem, char *out,
unsigned outSize);
// Inner name builder, no CGItem needed: (out, outSize, itemID, suffixID).
using BuildNameFromID_t = void(__fastcall *)(char *out, unsigned outSize,
uint32_t itemID, int suffixID);
// Cached ItemStats record lookup. Same `_GetRecord` pattern the rest of
// the codebase uses; passes a noop NULL callback so no SMSG fires for
// uncached items — caller treats "not cached" as a clean failure.
@@ -63,25 +67,45 @@ bool NameFromCGItem(const uint8_t *cgItem, char *out, size_t outSize) {
return out[0] != '\0';
}
bool BasicFromItemID(uint32_t itemID, char *out, size_t outSize) {
bool NameFromIDSuffix(uint32_t itemID, int suffixID, char *out, size_t outSize) {
if (out == nullptr || outSize == 0)
return false;
out[0] = '\0';
auto fn = reinterpret_cast<BuildNameFromID_t>(
Offsets::FUN_ITEM_BUILD_NAME_FROM_ID);
fn(out, static_cast<unsigned>(outSize), itemID, suffixID);
return out[0] != '\0';
}
bool BasicFromIDSuffix(uint32_t itemID, int suffixID, char *out, size_t outSize) {
if (out == nullptr || outSize == 0)
return false;
const uint8_t *record = PeekItemRecord(itemID);
if (record == nullptr)
return false;
const char *name = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSTATS_NAME);
if (name == nullptr || *name == '\0')
return false;
char name[128];
if (!NameFromIDSuffix(itemID, suffixID, name, sizeof(name))) {
// Suffix builder yielded nothing (e.g. suffix row missing) — fall back
// to the base record name so we at least produce a valid link.
const char *base = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSTATS_NAME);
if (base == nullptr || *base == '\0')
return false;
std::snprintf(name, sizeof(name), "%s", base);
}
const uint32_t quality = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_QUALITY);
const int n = std::snprintf(out, outSize,
"%s|Hitem:%u:0:0:0|h[%s]|h|r",
"%s|Hitem:%u:0:%d:0|h[%s]|h|r",
Item::QualityColor::Prefix(static_cast<int>(quality)),
itemID, name);
itemID, suffixID, name);
return n > 0 && static_cast<size_t>(n) < outSize;
}
bool BasicFromItemID(uint32_t itemID, char *out, size_t outSize) {
return BasicFromIDSuffix(itemID, 0, out, outSize);
}
namespace {
// `C_Item.GetItemLink(itemLocation)` — returns the fully-decorated
+14
View File
@@ -51,4 +51,18 @@ bool NameFromCGItem(const uint8_t *cgItem, char *out, size_t outSize);
// possible link (`item:` payload + colored prefix + bracketed name).
bool BasicFromItemID(uint32_t itemID, char *out, size_t outSize);
// Writes the suffix-decorated display name for `(itemID, suffixID)` into
// `out` WITHOUT a live item instance — the by-string analog of
// NameFromCGItem. `suffixID` is the 3rd `item:` field (random property /
// suffix); 0 = base name. Applies the "... of the Owl" suffix via the
// engine's inner builder (FUN_ITEM_BUILD_NAME_FROM_ID) when the item is
// cached and the suffix is a valid ItemRandomProperties row. Returns false
// (out empty) if the item isn't cached or has no name — warm and retry.
bool NameFromIDSuffix(uint32_t itemID, int suffixID, char *out, size_t outSize);
// Like BasicFromItemID but preserves the random `suffixID` in both the
// `item:` payload (`item:N:0:suffix:0`) and the bracketed, suffix-decorated
// name. `suffixID` 0 reduces exactly to BasicFromItemID.
bool BasicFromIDSuffix(uint32_t itemID, int suffixID, char *out, size_t outSize);
} // namespace Item::Link
+20 -1
View File
@@ -94,8 +94,27 @@ static int __fastcall Script_C_Item_GetItemName(void *L) {
// for `itemID`, firing a background cache fill on miss. Accepts the
// same input shapes as `GetItemInfoInstant` (number, `"item:NNN..."`
// string, or any string containing a parseable `item:NN` chunk).
//
// When the input is an item link carrying a random suffix
// (`item:12022:0:769:0`), the returned name is suffix-decorated
// ("Iridium Chain of the Owl") — the 3rd `item:` field is parsed and
// applied via the engine's own name builder, so it matches the global
// `GetItemInfo`'s name. A bare itemID (number or `item:N`) has no suffix
// and yields the base name.
static int __fastcall Script_C_Item_GetItemNameByID(void *L) {
return PushNameForItemID(L, Item::Arg::ResolveItemID(L, 1));
const Item::Arg::Resolved r = Item::Arg::Resolve(L, 1);
if (r.itemID <= 0)
return 0;
char buf[128];
if (Item::Link::NameFromIDSuffix(static_cast<uint32_t>(r.itemID), r.suffix,
buf, sizeof(buf))) {
Game::Lua::PushString(L, buf);
return 1;
}
// Not cached yet — fire a background fill and return nil (same miss
// behavior as the base-name path).
Item::Data::WarmCache(static_cast<uint32_t>(r.itemID));
return 0;
}
static void RegisterLuaFunctions() {
+5 -1
View File
@@ -110,6 +110,8 @@ constexpr uint32_t kSettleMs = 1500;
// ~currently-owned items rather than everything ever owned.
constexpr int kMaxMissStreak = 4;
constexpr int kMaxContainerSlots = 64;
// One seen-set entry: an owned item's GUID and how many consecutive scans it
// has been absent from the read (0 = present this scan).
struct SeenEntry {
@@ -313,7 +315,9 @@ void AppendNonBagOwned(uint64_t *out, int *count) {
static_cast<const uint8_t *>(Item::Location::ContainerInventory(bag));
if (bagInvMgr == nullptr)
continue;
const int bagSlots = static_cast<int>(*reinterpret_cast<const uint32_t *>(bagInvMgr));
int bagSlots = static_cast<int>(*reinterpret_cast<const uint32_t *>(bagInvMgr));
if (bagSlots > kMaxContainerSlots)
bagSlots = kMaxContainerSlots; // guard against a garbage count at login
if (bagSlots > 0)
AppendGuidArray(bagInvMgr, 0, bagSlots - 1, out, count);
}
+123 -37
View File
@@ -8,16 +8,27 @@
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// Hook-driven loot scanner. Walks the nearby-lootable-units set, opens
// each corpse's loot session via `FUN_CMSG_LOOT_UNIT`, then *intercepts
// the engine's loot-window response* before any visual updates happen.
// The intercept (`FUN_LOOT_CONTROLLER`) lets the original function run
// so `VAR_LOOT_SLOTS` populates and the link builder works — but a
// Hook-driven loot corpse-walker. Walks the nearby-lootable-units set,
// opens each corpse's loot session via `FUN_CMSG_LOOT_UNIT`, then
// *intercepts the engine's loot-window response* before any visual updates
// happen. The intercept (`FUN_LOOT_CONTROLLER`) lets the original function
// run so `VAR_LOOT_SLOTS` populates and the link builder works — but a
// paired hook on `FUN_FIRE_EVENT_NO_ARGS` swallows the `LOOT_OPENED` /
// `LOOT_CLOSED` event fires while the scan is in progress. Net result:
// the engine's state machine cycles silently for each corpse and
// `LootFrame` never reacts. Other Lua addons listening to those events
// also see nothing during the scan; that's deliberate.
// `LOOT_CLOSED` event fires while the walk is in progress. Net result: the
// engine's state machine cycles silently for each corpse and `LootFrame`
// never reacts. Other Lua addons listening to those events also see nothing
// during the walk; that's deliberate.
//
// Two Lua entry points share this one walker (and, importantly, this one
// `FUN_LOOT_CONTROLLER` hook — MinHook allows a single hook per target, so
// they can't be separate modules):
// - `C_Loot.ScanNearbyLoot()` — scrape-only: read each corpse's contents
// into `GetLastScanResults()` and release without looting.
// - `C_Loot.LootAllCorpses([max])` — the same walk but actually LOOTS
// each window (coin via `CMSG_LOOT_MONEY`, every item slot via
// `CMSG_LOOT_ITEM`) before releasing. Silent (no LootFrame flicker);
// the usual item-received / money chat + inventory events still fire,
// since only the LootFrame open/close events are swallowed.
//
// Compared to the older polling-driven version this also collapses the
// state machine — we no longer need `WaitingOpen` / `WaitingClose` /
@@ -79,6 +90,7 @@ struct ScanCtx {
uint64_t currentGuid = 0;
int ticksSinceTransition = 0;
bool suppressEvents = false; // read by the FireEvent hook
bool lootMode = false; // LootAllCorpses (true) vs ScanNearbyLoot (false)
std::vector<uint64_t> queue;
std::vector<LootEntry> results;
};
@@ -106,6 +118,12 @@ using CloseLootInner_t = void(__fastcall *)(int sendRelease,
using LootSlotLinkBuilder_t = const char *(__fastcall *)(uint32_t userFacingSlot,
char *outBuf,
int bufSize);
// `FUN_CMSG_LOOT_ITEM` — `__stdcall(uint8_t wireSlot)`, sends CMSG_LOOT_ITEM
// for one slot of the open window (see the offset comment for the
// __stdcall-vs-__fastcall stack-corruption hazard).
using SendLootItem_t = void(__stdcall *)(uint8_t wireSlot);
// `FUN_CMSG_LOOT_MONEY` — `__fastcall(player)`, sends the coin request.
using LootMoney_t = void(__fastcall *)(void *player);
// `FUN_LOOT_CONTROLLER` is `__fastcall(int, undefined4, int)` — three
// args: lootStructPtr in ECX, coin in EDX, an extra unk on stack[0].
// Mis-declaring as 4-arg __fastcall would push one phantom stack slot
@@ -207,6 +225,42 @@ void ScrapeCurrentLoot(LootEntry *out) {
}
}
// Loots everything in the currently-open window: coin (if any) plus every
// populated item slot. Called from the controller hook (loot mode) after the
// original populated `VAR_LOOT_SLOTS`, so the slot table is fully filled in.
//
// Items go through `FUN_CMSG_LOOT_ITEM` directly — the same silent path
// `C_Loot.LootUnitItem` uses, which bypasses the BoP/unique confirm dialog
// the Lua `LootSlot` wrapper would raise (appropriate for a programmatic
// loot-all; the server still enforces real permissions). Coin goes through
// `FUN_CMSG_LOOT_MONEY` with `s_scan.player` — the SAME pointer we passed to
// `FUN_CMSG_LOOT_UNIT`, whose send wrote this window's target GUID to the
// player's `+0x1D28` guard slot, so the money send's guard passes.
//
// Packet order to the server is items, then coin, then the release that
// follows (`SendCloseLoot`); the server processes loot-item / loot-money
// before the release, so nothing is dropped.
void LootCurrentWindow() {
// Coin present when `VAR_LOOT_LOOTABLE` holds a real amount (0 = none;
// 0xFFFFFFFF = already-looted sentinel, never seen on a fresh open).
const uint32_t coinRaw = *reinterpret_cast<const uint32_t *>(
Offsets::VAR_LOOT_LOOTABLE);
if (coinRaw != 0 && coinRaw != 0xFFFFFFFFu) {
auto LootMoney = reinterpret_cast<LootMoney_t>(Offsets::FUN_CMSG_LOOT_MONEY);
LootMoney(s_scan.player);
}
auto SendItem = reinterpret_cast<SendLootItem_t>(Offsets::FUN_CMSG_LOOT_ITEM);
for (int slot = 0; slot < Offsets::LOOT_MAX_SLOTS; ++slot) {
auto *entry = reinterpret_cast<const uint8_t *>(
Offsets::VAR_LOOT_SLOTS + slot * Offsets::LOOT_SLOT_STRIDE);
const uint32_t itemID = *reinterpret_cast<const uint32_t *>(entry);
if (itemID == 0)
continue;
SendItem(*(entry + Offsets::OFF_LOOT_SLOT_WIRE_INDEX));
}
}
// === State-machine transitions ===
void StartLoot(uint64_t guid);
@@ -221,6 +275,7 @@ void Complete() {
s_scan.state = State::Idle;
s_scan.currentGuid = 0;
s_scan.suppressEvents = false;
s_scan.lootMode = false;
Event::Custom::Fire(Event::Custom::Lookup(kEventCompleted), "");
}
@@ -315,6 +370,12 @@ void __fastcall LootController_h(int lootStructPtr, int coin, int unk) {
ScrapeCurrentLoot(&entry);
s_scan.results.push_back(std::move(entry));
// Loot mode: actually take everything (coin + all slots) before the
// release below. Scrape ran first, so `GetLastScanResults()` still
// reports what each corpse held.
if (s_scan.lootMode)
LootCurrentWindow();
// Sends `CMSG_LOOT_RELEASE` and recursively calls this hook
// with `arg1 == 0`. That recursive call falls into the
// passthrough branch but still sees `suppressEvents == true`
@@ -377,46 +438,69 @@ int __fastcall EnumCallback(EnumCtx *ctx, void * /*unusedEdx*/, uint64_t guid) {
return 1;
}
void BuildQueue(void *player) {
void BuildQueue(void *player, size_t maxCount) {
s_scan.queue.clear();
auto Enum = reinterpret_cast<ClntObjMgrEnumVisibleObjects_t>(
Offsets::FUN_CLNT_OBJ_MGR_ENUM_VISIBLE_OBJECTS);
EnumCtx ctx{player, &s_scan.queue};
Enum(reinterpret_cast<ClntObjMgrEnumVisibleObjectsCallback_t>(&EnumCallback),
&ctx);
// Cap to `maxCount` corpses (0 = unlimited). Order is engine
// enumeration order, not distance-sorted, so the truncation is
// arbitrary among in-range corpses.
if (maxCount != 0 && s_scan.queue.size() > maxCount)
s_scan.queue.resize(maxCount);
}
// Shared starter for both entry points: resolve the player, build the
// corpse queue, kick off the walk. Returns whether it started — `false` if a
// walk is already in progress or there's no local player.
bool BeginWalk(bool lootMode, size_t maxCount) {
if (s_scan.state != State::Idle)
return false;
if (*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) == nullptr)
return false;
auto Resolve = reinterpret_cast<ResolveUnitToken_t>(
Offsets::FUN_RESOLVE_UNIT_TOKEN);
void *player = Resolve("player");
if (player == nullptr)
return false;
s_scan.results.clear();
s_scan.player = player;
s_scan.lootMode = lootMode;
BuildQueue(player, maxCount);
if (s_scan.queue.empty()) {
Complete(); // nothing nearby — fire LOOT_SCAN_COMPLETED immediately
return true;
}
TryStartNext();
return true;
}
// === Lua bindings ===
// `C_Loot.ScanNearbyLoot()` — scrape-only walk. Returns `true` if it
// started (a subsequent `GetLastScanResults()` holds the contents once
// `LOOT_SCAN_COMPLETED` fires), `false` if a walk is already running or
// there's no local player.
int __fastcall Script_ScanNearbyLoot(void *L) {
if (s_scan.state != State::Idle) {
Game::Lua::PushBool(L, false);
return 1;
}
if (*reinterpret_cast<void *volatile *>(Offsets::VAR_LOCAL_PLAYER_PTR) == nullptr) {
Game::Lua::PushBool(L, false);
return 1;
}
auto Resolve = reinterpret_cast<ResolveUnitToken_t>(
Offsets::FUN_RESOLVE_UNIT_TOKEN);
void *player = Resolve("player");
if (player == nullptr) {
Game::Lua::PushBool(L, false);
return 1;
}
Game::Lua::PushBool(L, BeginWalk(/*lootMode=*/false, /*maxCount=*/0));
return 1;
}
s_scan.results.clear();
s_scan.player = player;
BuildQueue(player);
if (s_scan.queue.empty()) {
Complete();
Game::Lua::PushBool(L, true);
return 1;
}
TryStartNext();
Game::Lua::PushBool(L, true);
// `C_Loot.LootAllCorpses([max])` — loots every nearby lootable corpse
// (coin + all items) in sequence. Optional `max` caps how many corpses are
// visited. Returns `true` if it started, `false` if a walk (scan or loot)
// is already in progress or there's no local player. `LOOT_SCAN_COMPLETED`
// fires when the walk finishes; `GetLastScanResults()` then reports what
// each corpse held (i.e. what was looted).
int __fastcall Script_LootAllCorpses(void *L) {
const size_t maxCount = Game::Lua::IsNumber(L, 1)
? static_cast<size_t>(Game::Lua::ToNumber(L, 1))
: 0;
Game::Lua::PushBool(L, BeginWalk(/*lootMode=*/true, maxCount));
return 1;
}
@@ -462,6 +546,8 @@ int __fastcall Script_GetLastScanResults(void *L) {
void Register() {
Game::Lua::RegisterTableFunction("C_Loot", "ScanNearbyLoot",
&Script_ScanNearbyLoot);
Game::Lua::RegisterTableFunction("C_Loot", "LootAllCorpses",
&Script_LootAllCorpses);
Game::Lua::RegisterTableFunction("C_Loot", "IsScanInProgress",
&Script_IsScanInProgress);
Game::Lua::RegisterTableFunction("C_Loot", "GetLastScanResults",
+25 -5
View File
@@ -25,8 +25,10 @@
// mirroring the engine's registration shape exactly (bank 4, size 8). The
// dispatcher invokes us only when a slot's item GUID actually changed
// (per-node mirror memcmp), so there's no polling and no diff bookkeeping
// on our side, and the nodes share the engine observers' lifetime (they
// die with the player object; the setup re-runs each enter-world).
// on our side. The setup re-runs each enter-world; on logout/login the
// player object is recreated so old nodes die with it, but /reload REUSES
// the object, so we unregister-then-register per slot to avoid stacking a
// duplicate observer each reload (see ObserverSetup_h).
//
// `equipmentSlot` is the 1-based Lua inventory slot (1 = head … 19 =
// tabard), matching modern. `hasCurrent` is 1 when the slot now holds an
@@ -126,6 +128,10 @@ int __fastcall EquipSlotChanged_cb(uint32_t fieldOffset, uint32_t /*size*/,
using RegisterObserver_t = void(__fastcall *)(
int bank, uint32_t fieldOffset, uint32_t guidLo, uint32_t guidHi, int size,
const void *callback, void *userArg1, void *userArg2);
using UnregisterObserver_t = void(__fastcall *)(int bank, uint32_t fieldOffset,
uint32_t guidLo, uint32_t guidHi,
const void *callback,
void *userArg1);
using ObserverSetup_t = void(__fastcall *)();
ObserverSetup_t g_origSetup = nullptr;
@@ -147,12 +153,26 @@ void __fastcall ObserverSetup_h() {
const uint64_t guid = Unit::Identity::PlayerGuid();
if (guid == 0)
return;
const uint32_t lo = static_cast<uint32_t>(guid);
const uint32_t hi = static_cast<uint32_t>(guid >> 32);
auto reg = reinterpret_cast<RegisterObserver_t>(
Offsets::FUN_DESC_OBSERVER_REGISTER);
auto unreg = reinterpret_cast<UnregisterObserver_t>(
Offsets::FUN_DESC_OBSERVER_UNREGISTER);
for (int slot = 0; slot < Offsets::DESC_PLAYER_EQUIP_SLOTS; ++slot) {
reg(Offsets::DESC_OBSERVER_BANK_PLAYER,
Offsets::OFF_DESC_PLAYER_EQUIP_FIRST + slot * 8,
static_cast<uint32_t>(guid), static_cast<uint32_t>(guid >> 32),
const uint32_t field = Offsets::OFF_DESC_PLAYER_EQUIP_FIRST + slot * 8;
// Drop any observer we already registered for this field before adding
// a fresh one. The setup re-runs on every enter-world, including
// /reload — but /reload does NOT destroy the CGPlayer object, so our
// previous nodes are still attached and the registrar always APPENDS
// (no dedup by callback). Without this, each /reload stacks another
// observer per slot → PLAYER_EQUIPMENT_CHANGED fires N times after N
// reloads. On logout/login the object is recreated and the old nodes
// died with it, so the unregister no-ops there. Same objects-survive-
// /reload hazard `Unit::TokenObserver` guards against for nameplates.
unreg(Offsets::DESC_OBSERVER_BANK_PLAYER, field, lo, hi,
reinterpret_cast<const void *>(&EquipSlotChanged_cb), nullptr);
reg(Offsets::DESC_OBSERVER_BANK_PLAYER, field, lo, hi,
/*size*/ 8, reinterpret_cast<const void *>(&EquipSlotChanged_cb),
nullptr, nullptr);
}
+27 -12
View File
@@ -10,19 +10,27 @@
// `HEARTHSTONE_BOUND` event — polyfills modern WoW's event of the
// same name. Fires every time the player binds their hearthstone at
// an innkeeper, even when they re-bind at the SAME inn — matches
// an innkeeper, even when they re-bind at the SAME inn — matching
// modern semantics where the bind ACTION fires the event regardless
// of whether the location string changes.
// of whether the location changes.
//
// Hooks the BINDPOINTUPDATE packet handler at `FUN_005ED3C0` and
// gates on `VAR_BIND_POINT_VALID` to suppress only the initial
// post-login sync. The engine zeroes that flag during per-character
// entry init (`FUN_005E2510`); the handler sets it to 1 after
// parsing. If the flag is 0 before the original runs, this packet
// is the initial sync — don't fire. Any subsequent invocation is
// a real innkeeper rebind. Character switch is handled automatically
// because the entry init re-zeroes the flag, so each character's
// first update is also treated as sync.
// Hooks the BINDPOINTUPDATE packet handler at `FUN_005ED3C0`. Two
// non-bind packets must be suppressed:
//
// 1. Initial post-login / character-switch sync — gated on
// `VAR_BIND_POINT_VALID`. The engine zeroes that flag during
// per-character entry init (`FUN_005E2510`); the handler sets it
// to 1 after parsing. Flag 0 before the original runs ⇒ initial
// sync, don't fire.
// 2. Map/zone-transition resync — Turtle's server re-sends this
// packet on every map change with the (unchanged) bind location.
// The valid flag is already 1 by then, so (1) doesn't catch it.
// But those packets arrive behind a LOADING SCREEN, and the
// player can't bind mid-load — so gate on `VAR_IN_WORLD` (the
// engine's "world is live" flag, 0 during any loading screen).
// A genuine rebind always arrives with the world live (flag 1),
// so this suppresses the resync while still firing for a rebind
// at the same innkeeper.
//
// Event has no payload — addons call `GetBindLocation()` to read
// the new location, matching modern semantics.
@@ -51,7 +59,14 @@ void __fastcall BindPointUpdateHandler_h(void *packetBuffer) {
BindPointUpdateHandler_o(packetBuffer);
if (wasValid == 0)
return; // initial post-login sync — not a user rebind
return; // initial post-login / char-switch sync — not a user rebind
// Resync packets ride the enter-world burst behind a loading screen;
// a real innkeeper bind only happens with the world live. The player
// can't bind mid-load, so a not-in-world packet is always a resync.
if (*reinterpret_cast<const volatile uint8_t *>(
static_cast<uintptr_t>(Offsets::VAR_IN_WORLD)) == 0)
return;
const int slot = Event::Custom::Lookup(kEventName);
Event::Custom::Fire(slot, "");
+81
View File
@@ -0,0 +1,81 @@
// 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/>.
// `GetTimeCached()` — a frame-stable companion to vanilla `GetTime()`.
//
// 1.12's `GetTime()` is *live*: `Script_GetTime` (`0x00515ea0`) calls the
// OS tick source (`FUN_OS_TICKCOUNT_MS` → `GetTickCount`, or QPC in
// timing-mode 1) on every invocation and scales by 0.001, so two calls in
// the same frame can differ. Retail 4.x changed `GetTime()` to read a
// value sampled once per frame in the main loop, so all same-frame calls
// return the identical timestamp. Rather than change vanilla `GetTime`'s
// long-standing live behavior, we expose the frame-stable value under a
// new name and leave `GetTime()` alone.
//
// `GetTimeCached()` returns seconds on the SAME epoch as `GetTime()` (the
// OS millisecond counter × 0.001), so the two are directly comparable —
// the only difference is that `GetTimeCached()` holds constant for the
// duration of a frame. We refresh the cache from the shared once-per-frame
// `Tick::WorldTick` hook (which fires at the tail of each world frame).
#include "Game.h"
#include "Offsets.h"
#include "tick/WorldTick.h"
#include <cstdint>
namespace Time::Cached {
namespace {
// OS millisecond counter sampled at the last frame boundary. 0 until the
// first world tick fires (pre-world). Read as uint32 — `GetTickCount`
// wraps at ~24.86 days, matching how the rest of the codebase treats this
// counter (see aura/Data.cpp), and how `Script_GetTime` masks it to 32
// bits before scaling.
uint32_t g_frameMs = 0;
uint32_t SampleTickMs() {
using TickCount_t = uint32_t(__fastcall *)();
return reinterpret_cast<TickCount_t>(
static_cast<uintptr_t>(Offsets::FUN_OS_TICKCOUNT_MS))();
}
// Tail-of-frame refresh. Tail-of-frame-N ≈ start-of-frame-(N+1) minus the
// inter-frame gap, which is all a frame-stable timestamp needs: every read
// during a frame returns the value stamped at the previous boundary.
void OnWorldTick() {
g_frameMs = SampleTickMs();
}
// `GetTimeCached()` → number (seconds). Frame-stable analog of
// `GetTime()`, same epoch. Falls back to a live sample when no frame has
// ticked yet (pre-world / glue), so it never returns 0.
int __fastcall Script_GetTimeCached(void *L) {
uint32_t ms = g_frameMs;
if (ms == 0)
ms = SampleTickMs();
Game::Lua::PushNumber(L, static_cast<double>(ms) * 0.001);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("GetTimeCached", &Script_GetTimeCached);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
const Tick::WorldTick::AutoSubscribe _tick{&OnWorldTick};
} // namespace
} // namespace Time::Cached
+115
View File
@@ -0,0 +1,115 @@
// 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/>.
// UPDATE_MOUSEOVER_UNIT loss-fire polyfill.
//
// Vanilla fires `UPDATE_MOUSEOVER_UNIT` only when a mouseover is *gained*
// (the engine's `FUN_SET_MOUSEOVER_UNIT` fires it inline in the
// friendly/hostile-unit tooltip case). When the cursor leaves the unit,
// the engine clears the mouseover GUID but fires nothing — so an addon
// that reacted to `UnitExists("mouseover")` becoming true never gets told
// when it becomes false. Retail fires the event for both gain and loss.
//
// We close the gap by co-hooking the single set/clear chokepoint (it is
// the ONLY writer of the mouseover GUID globals, so every gain / loss /
// change flows through it): resolve whether the mouseover was a *unit*
// before the original, then after, and fire `UPDATE_MOUSEOVER_UNIT` when
// it went from a unit to a non-unit.
//
// The unit-vs-non-unit test matters: the mouseover GUID also holds
// gameobjects (and items), but the engine only fires the *gain* event for
// units — the gameobject/item cases never fire it. So a naive
// "GUID present -> absent" test spuriously fires when you move off a
// gameobject that never fired a gain. Gating on "old was a unit, new
// isn't" fixes that while still matching retail's other cases:
//
// * unit -> nothing : fire (retail fires)
// * unit -> gameobject : fire (retail fires — mouseover unit lost)
// * gameobject -> nothing: no (bug fixed; no gain ever fired)
// * X -> unit : engine already fired inline; we don't (new is
// a unit, so our `!newIsUnit` guard is false —
// no double-fire on gain or unit->unit change)
//
// The event carries no arguments in vanilla (same as retail); handlers
// read `UnitExists("mouseover")` — which is false at fire time on the loss
// path, exactly matching retail semantics.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Unit::Mouseover {
namespace {
// `FUN_SET_MOUSEOVER_UNIT` is `__stdcall(guidLo, guidHi, arg3, arg4)` —
// see Offsets.h. We don't use the args; they pass straight through.
using SetMouseover_t = void(__stdcall *)(uint32_t guidLo, uint32_t guidHi,
uint32_t arg3, uint32_t arg4);
using FireEventNoArgs_t = void(__fastcall *)(int eventID);
// `FUN_OBJECT_RESOLVE_BY_GUID(typeMask, debugName, guidLo, guidHi, prio)`
// — keeps the object only if its type flags intersect `typeMask`, so the
// unit|player mask returns non-null only for a live unit / player / pet /
// MC'd creature (never a gameobject or item). Same primitive
// `Unit::Flags::ResolveUnitOrPlayerByGuid` uses.
using ResolveObjectByGuid_t = void *(__fastcall *)(int typeMask,
const char *debugName,
uint32_t guidLo,
uint32_t guidHi,
int priority);
// True iff the current mouseover GUID resolves to a unit (not a
// gameobject / item / nothing).
bool MouseoverIsUnit() {
const uint32_t lo = *reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_MOUSEOVER_GUID_LO));
const uint32_t hi = *reinterpret_cast<const uint32_t *>(
static_cast<uintptr_t>(Offsets::VAR_MOUSEOVER_GUID_HI));
if ((lo | hi) == 0)
return false;
constexpr int kUnitOrPlayerMask =
(1 << Offsets::OBJECT_TYPE_UNIT) | (1 << Offsets::OBJECT_TYPE_PLAYER);
auto fn = reinterpret_cast<ResolveObjectByGuid_t>(
static_cast<uintptr_t>(Offsets::FUN_OBJECT_RESOLVE_BY_GUID));
return fn(kUnitOrPlayerMask, "UPDATE_MOUSEOVER_UNIT", lo, hi, 0) != nullptr;
}
SetMouseover_t SetMouseover_o = nullptr;
void __stdcall SetMouseover_h(uint32_t guidLo, uint32_t guidHi,
uint32_t arg3, uint32_t arg4) {
const bool hadUnit = MouseoverIsUnit();
SetMouseover_o(guidLo, guidHi, arg3, arg4);
const bool hasUnit = MouseoverIsUnit();
// Only the unit-loss transition is missing from the engine. Any
// ->unit transition (gain / unit->unit change) already fired inline
// in the original, so `!hasUnit` prevents a double-fire there.
if (hadUnit && !hasUnit) {
auto fire = reinterpret_cast<FireEventNoArgs_t>(
static_cast<uintptr_t>(Offsets::FUN_FIRE_EVENT_NO_ARGS));
fire(Offsets::EVENT_UPDATE_MOUSEOVER_UNIT);
}
}
static const Game::HookAutoRegister _hookreg{
Offsets::FUN_SET_MOUSEOVER_UNIT,
reinterpret_cast<void *>(&SetMouseover_h),
reinterpret_cast<void **>(&SetMouseover_o)};
} // namespace
} // namespace Unit::Mouseover
+43
View File
@@ -31,6 +31,22 @@ namespace {
using CancelAuraSend_t = void(__fastcall *)(int spellID);
// `FUN_UNIT_IS_OUTDOORS(unit) -> uint`, nonzero = outdoors (see Offsets.h).
// The thunk tail-jumps into the WMO query, so eax carries the result even
// though a decompiler renders the thunk itself as `void`.
using IsOutdoorsQuery_t = uint32_t(__fastcall *)(const void *unit);
// Tri-state indoor/outdoor read for the local player: 1 = outdoors,
// 0 = indoors, -1 = unknown (no resolvable player object, e.g. pre-world).
int PlayerOutdoorState() {
auto *player = Unit::Identity::PlayerObject();
if (player == nullptr)
return -1;
auto fn = reinterpret_cast<IsOutdoorsQuery_t>(
static_cast<uintptr_t>(Offsets::FUN_UNIT_IS_OUTDOORS));
return fn(player) != 0 ? 1 : 0;
}
uint32_t PlayerMovementFlags() {
auto *player = Unit::Identity::PlayerObject();
if (player == nullptr)
@@ -200,10 +216,37 @@ int __fastcall Script_IsAssistingRitual(void *L) {
return 1;
}
// `IsIndoors()` — 1 iff the local player is under a WMO roof (inside a
// building / cave / instance interior), else nil. Recomputed live from the
// engine's WMO geometry query, so it flips as you cross an interior
// threshold — not tied to the zone/area. nil before the player object
// exists (pre-world). Vanilla 1.12 ships no binding for this.
//
int __fastcall Script_IsIndoors(void *L) {
if (PlayerOutdoorState() == 0)
Game::Lua::PushNumber(L, 1.0);
else
Game::Lua::PushNil(L);
return 1;
}
// `IsOutdoors()` — 1 iff the local player is outdoors (open sky, or not
// inside a WMO interior), else nil. Exact complement of `IsIndoors` for a
// resolvable player; both return nil pre-world. See `Script_IsIndoors`.
int __fastcall Script_IsOutdoors(void *L) {
if (PlayerOutdoorState() == 1)
Game::Lua::PushNumber(L, 1.0);
else
Game::Lua::PushNil(L);
return 1;
}
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("IsMounted", &Script_IsMounted);
Game::Lua::RegisterGlobalFunction("IsIndoors", &Script_IsIndoors);
Game::Lua::RegisterGlobalFunction("IsOutdoors", &Script_IsOutdoors);
Game::Lua::RegisterGlobalFunction("Dismount", &Script_Dismount);
Game::Lua::RegisterGlobalFunction("IsStealthed", &Script_IsStealthed);
Game::Lua::RegisterGlobalFunction("IsFalling", &Script_IsFalling);