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docs/API.md is 18.7k lines and its anchors are signature slugs, so editing a signature breaks the 281 internal and 88 README links into it. Blizzard solved the same problem by shipping the API as data plus a browser addon, and warcraft.wiki.gg renders those same tables. One set of descriptors can feed all three. Each registration now carries one next to it: typed arguments and returns, nilability, defaults, and a sentence. Events, enumerations and returned table shapes are described the same way. No Script_* body changed. Game.h gains namespace Game::Doc (Field with Req/Opt/Vararg, FieldList, Function, Method, Structure, Event) and a trailing descriptor argument on all six Game::Lua::Register* plus Event::Custom::AutoReserve. api/Documentation.cpp records every registration on the first pass of each Lua state and seals it, so /reload re-registers but records nothing and the environment comes from which pass saw the name. Export is lazy: nothing is materialized until C_APIDocumentation.GetSystem asks for one system, because eager export would build thousands of tables per reload for a slash command. _classicapi_UndocumentedAPI lists what still has no descriptor. AddOns/!!!ClassicAPI/APIDocumentation/ ports Blizzard_APIDocumentation's eight files. Named /classicapi, not /api: the browser holds only what ClassicAPI adds, so /api would have implied the whole 1.12 surface. Two deliberate differences from the retail source, both noted in the file headers: a system search also matches its namespace, since that is the name people type; and an undocumented function says so, because an empty signature otherwise reads as a real one. LinkUtil gains the SetItemRef to LinkUtil.ProcessLink dispatch. That handler registry was dead code; a new link type now registers a handler instead of stacking another SetItemRef override. Also defines assertsafe there, which was undefined and only mattered once the function went live. Documented: the C_Spell and C_SpellBook surface, the spell globals, both spellbook enumerations, the 13 UNIT_SPELLCAST_* events, GameTooltip as the widget-method example and C_Glue as the glue and mixed-environment example. 66 of 692 function registrations. tools/New-ApiDocSkeletons.ps1 emits paste-ready skeletons to make the rest of the sweep tractable. Verified in game: the browser lists, searches, and prints detail; links render and click through; right-click copies and shift-click dumps.
78 lines
3.1 KiB
C++
78 lines
3.1 KiB
C++
// This file is part of ClassicAPI.
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//
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// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
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// of the GNU General Public License as published by the Free Software Foundation, either
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// version 3 of the License, or (at your option) any later version.
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//
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// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
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#include "Game.h"
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#include "Offsets.h"
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#include "spell/Arg.h"
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#include "spell/Lookup.h"
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#include <cstdint>
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namespace Spell::Description {
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using FormatSpellDescription_t = void(__fastcall *)(const void *spellRecord, char *outBuf,
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int bufLen, int contextFlag, int reserved3,
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int useToolTipText, int reserved5,
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int reserved6);
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static int __fastcall Script_GetSpellDescription(void *L) {
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const int spellID = Spell::Arg::ResolveSpellID(L, 1);
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const uint8_t *record = Spell::Lookup::RecordForID(spellID);
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if (record == nullptr)
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return 0; // nil for invalid / out-of-range spell IDs
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// 1024 bytes is what every engine caller uses (`push 0x400`). Spell
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// descriptions in vanilla don't exceed this in any locale; the helper
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// null-terminates and stops writing on overflow, so the upper bound is
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// self-enforced.
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char buffer[0x400];
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buffer[0] = '\0';
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auto fn = reinterpret_cast<FormatSpellDescription_t>(
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Offsets::FUN_FORMAT_SPELL_DESCRIPTION);
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fn(record, buffer, sizeof(buffer),
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/*contextFlag*/ 0,
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/*reserved3*/ 0,
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/*useToolTipText*/ 0, // 0 = read description (+0x228), non-zero = ToolTip (+0x24C)
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/*reserved5*/ 1,
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/*reserved6*/ 0);
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if (buffer[0] == '\0')
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return 0; // empty / no description in current locale → nil
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Game::Lua::PushString(L, buffer);
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return 1;
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}
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// --- Documentation ----------------------------------------------------------
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static const Game::Doc::Field kGetSpellDescriptionArgs[] = {
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Game::Doc::Req("spell", "SpellIdentifier", "A spell ID, spell link, or spell name."),
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};
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static const Game::Doc::Field kGetSpellDescriptionRets[] = {
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Game::Doc::Opt("description", "string", nullptr,
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"Nil for an unknown spell and for a spell with no description in "
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"your language."),
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};
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static const Game::Doc::Function kGetSpellDescription{
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"The spell's description text, with its placeholders filled in at the base rank.",
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kGetSpellDescriptionArgs, kGetSpellDescriptionRets};
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static void RegisterLuaFunctions() {
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Game::Lua::RegisterTableFunction("C_Spell", "GetSpellDescription",
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&Script_GetSpellDescription, &kGetSpellDescription);
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}
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static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
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} // namespace Spell::Description
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