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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.
109 lines
4.6 KiB
C++
109 lines
4.6 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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// `C_Spell.GetSpellMechanicByID(spellID)` -> (mechanicID, localizedName)
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//
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// Reads the spell-level Mechanic field straight out of Spell.dbc, so it
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// covers *every* spell the client knows — not just the player's
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// spellbook — with no caching or network round-trip (Spell.dbc is fully
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// resident from boot). This replaces hand-maintained spellID -> mechanic
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// tables (e.g. SuperCleveRoidMacros' `CCSpellMechanics`) that addons keep
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// solely because vanilla exposes no Lua reader for the field.
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//
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// Returns:
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// - nothing (nil) for an invalid / out-of-range spell ID
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// - (0, nil) for a known spell that carries no mechanic
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// - (mechanicID, name) otherwise. `name` is the enUS SpellMechanic.dbc
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// name (always English, locale-independent — it's a stable token
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// consumers match against). nil only if the mechanic has no record /
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// no English name; the numeric ID is still returned in that case.
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//
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// The mechanic numbering is WoW's standard SpellMechanic enum
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// (1 = Charm, 5 = Fear, 7 = Root, 12 = Stun, 17 = Polymorph, ...);
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// addons map those IDs to their own names as needed.
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#include "Game.h"
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#include "Offsets.h"
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#include "dbc/Lookup.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::Mechanic {
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// SpellMechanic.dbc name — always the enUS (index 0) column, regardless
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// of client locale. The mechanic name is a stable token consumers key
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// off (`"rooted"`, `"stunned"`, …), so it must be identical on every
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// client; a localized value would break cross-locale string matching.
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// Vanilla only populates the enUS column of this table anyway. Returns
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// nullptr if the record is missing or the English slot is empty.
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static const char *MechanicName(uint32_t mechanicID) {
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const uint8_t *rec = DBC::Record(Offsets::VAR_SPELLMECHANIC_RECORDS,
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Offsets::VAR_SPELLMECHANIC_COUNT, mechanicID);
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if (rec == nullptr)
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return nullptr;
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auto names = Game::Ptr<const char *const>(rec, Offsets::OFF_SPELLMECHANIC_NAME);
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const char *s = names[0]; // enUS
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return (s != nullptr && s[0] != '\0') ? s : nullptr;
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}
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static int __fastcall Script_GetSpellMechanicByID(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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const uint32_t mechanicID =
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Game::Read<uint32_t>(record, Offsets::OFF_SPELL_RECORD_MECHANIC);
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Game::Lua::PushNumber(L, static_cast<double>(mechanicID));
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if (mechanicID == 0) {
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Game::Lua::PushNil(L); // known spell, no mechanic
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return 2;
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}
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// Locale name with enUS fallback (nullptr → nil if even English is
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// empty); the caller still gets the numeric ID either way.
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Game::Lua::PushString(L, MechanicName(mechanicID)); // pushstring(NULL) → pushnil
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return 2;
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}
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// --- Documentation ----------------------------------------------------------
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const Game::Doc::Field kArgs[] = {
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Game::Doc::Req("spellID", "SpellIdentifier",
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"A spell ID, spell link, or spell name."),
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};
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const Game::Doc::Field kRets[] = {
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Game::Doc::Opt("mechanicID", "number", nullptr,
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"The mechanic the spell applies, 0 when it applies none; "
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"nil for an unknown spell."),
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Game::Doc::Opt("name", "string", nullptr,
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"The English mechanic name, nil when the mechanic has none."),
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};
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const Game::Doc::Function kGetSpellMechanicByID{
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"The crowd-control mechanic a spell applies, with its English name.",
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kArgs, kRets};
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static void RegisterLuaFunctions() {
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Game::Lua::RegisterTableFunction("C_Spell", "GetSpellMechanicByID",
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&Script_GetSpellMechanicByID,
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&kGetSpellMechanicByID);
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}
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static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
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} // namespace Spell::Mechanic
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