Files
ClassicAPI/src/spell/Description.cpp
T
Brues 108a91a843 feat(api): describe the API in the code, browse it with /classicapi
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.
2026-09-12 23:20:46 -05:00

78 lines
3.1 KiB
C++

// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "Game.h"
#include "Offsets.h"
#include "spell/Arg.h"
#include "spell/Lookup.h"
#include <cstdint>
namespace Spell::Description {
using FormatSpellDescription_t = void(__fastcall *)(const void *spellRecord, char *outBuf,
int bufLen, int contextFlag, int reserved3,
int useToolTipText, int reserved5,
int reserved6);
static int __fastcall Script_GetSpellDescription(void *L) {
const int spellID = Spell::Arg::ResolveSpellID(L, 1);
const uint8_t *record = Spell::Lookup::RecordForID(spellID);
if (record == nullptr)
return 0; // nil for invalid / out-of-range spell IDs
// 1024 bytes is what every engine caller uses (`push 0x400`). Spell
// descriptions in vanilla don't exceed this in any locale; the helper
// null-terminates and stops writing on overflow, so the upper bound is
// self-enforced.
char buffer[0x400];
buffer[0] = '\0';
auto fn = reinterpret_cast<FormatSpellDescription_t>(
Offsets::FUN_FORMAT_SPELL_DESCRIPTION);
fn(record, buffer, sizeof(buffer),
/*contextFlag*/ 0,
/*reserved3*/ 0,
/*useToolTipText*/ 0, // 0 = read description (+0x228), non-zero = ToolTip (+0x24C)
/*reserved5*/ 1,
/*reserved6*/ 0);
if (buffer[0] == '\0')
return 0; // empty / no description in current locale → nil
Game::Lua::PushString(L, buffer);
return 1;
}
// --- Documentation ----------------------------------------------------------
static const Game::Doc::Field kGetSpellDescriptionArgs[] = {
Game::Doc::Req("spell", "SpellIdentifier", "A spell ID, spell link, or spell name."),
};
static const Game::Doc::Field kGetSpellDescriptionRets[] = {
Game::Doc::Opt("description", "string", nullptr,
"Nil for an unknown spell and for a spell with no description in "
"your language."),
};
static const Game::Doc::Function kGetSpellDescription{
"The spell's description text, with its placeholders filled in at the base rank.",
kGetSpellDescriptionArgs, kGetSpellDescriptionRets};
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Spell", "GetSpellDescription",
&Script_GetSpellDescription, &kGetSpellDescription);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Spell::Description