Files
ClassicAPI/src/spell/RecordFields.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

135 lines
5.5 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/>.
// `C_Spell.GetSpellDispelType` / `IsNextMeleeSpell` / `ResetsMeleeSwing` —
// read raw Spell.dbc fields straight off the record so pfUI can drop its
// nampower `GetSpellRecField` dependency.
//
// The Spell.dbc record fields we read live in `Offsets.h` (the single source
// of truth for the record layout): `OFF_SPELL_DISPEL_TYPE` (+0x10),
// `OFF_SPELL_RECORD_ATTRIBUTES` (+0x18), `OFF_SPELL_RECORD_ATTRIBUTES_EX2`
// (+0x20), `OFF_SPELL_RECORD_INTERRUPT_FLAGS` (+0x54).
//
// Melee rules (server core, Spell.h / Spell.cpp):
// on-next-swing = Attributes & (0x04 | 0x400) — two bits (Spell.h:434)
// resets swing = (InterruptFlags & 0x08) && !(AttributesEx2 & 0x20000)
// (Spell.cpp:3964 + Spell.h:441)
#include "Arg.h"
#include "Lookup.h"
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Spell::RecordFields {
namespace {
// Attributes bits 0x04 (SPELL_ATTR_ON_NEXT_SWING) and 0x400
// (SPELL_ATTR_ON_NEXT_SWING_2) both mark an on-next-melee-swing ability
// (server Spell.h:434 tests the pair).
constexpr uint32_t SPELL_ATTR_ON_NEXT_SWING = 0x04 | 0x400;
// InterruptFlags bit 0x08 = SPELL_INTERRUPT_FLAG_AUTOATTACK.
constexpr uint32_t SPELL_INTERRUPT_AUTOATTACK = 0x08;
// AttributesEx2 bit 0x20000 = NOT_RESET_AUTO_ACTIONS — exempts the spell
// from the swing reset the AUTOATTACK interrupt flag would otherwise cause.
constexpr uint32_t SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS = 0x20000;
uint32_t ReadField(const uint8_t *rec, int offset) {
return *reinterpret_cast<const uint32_t *>(rec + offset);
}
} // namespace
// C_Spell.GetSpellDispelType(spellId) -> number. 0 for a non-dispellable
// spell or an unknown ID.
static int __fastcall Script_GetSpellDispelType(void *L) {
const uint8_t *rec = Spell::Lookup::RecordForID(Spell::Arg::ResolveSpellID(L, 1));
Game::Lua::PushNumber(
L, rec != nullptr
? static_cast<double>(ReadField(rec, Offsets::OFF_SPELL_DISPEL_TYPE))
: 0.0);
return 1;
}
// C_Spell.IsNextMeleeSpell(spellId) -> bool. True for on-next-swing abilities
// (Heroic Strike, Maul, Cleave, Raptor Strike, Slam).
static int __fastcall Script_IsNextMeleeSpell(void *L) {
const uint8_t *rec = Spell::Lookup::RecordForID(Spell::Arg::ResolveSpellID(L, 1));
const bool onNextSwing =
rec != nullptr &&
(ReadField(rec, Offsets::OFF_SPELL_RECORD_ATTRIBUTES) & SPELL_ATTR_ON_NEXT_SWING) != 0;
Game::Lua::PushBool(L, onNextSwing);
return 1;
}
// C_Spell.ResetsMeleeSwing(spellId) -> bool. True when casting the spell
// resets the melee swing timer (AUTOATTACK interrupt flag set and the
// NOT_RESET_AUTO_ACTIONS exemption clear).
static int __fastcall Script_ResetsMeleeSwing(void *L) {
const uint8_t *rec = Spell::Lookup::RecordForID(Spell::Arg::ResolveSpellID(L, 1));
const bool resets =
rec != nullptr &&
(ReadField(rec, Offsets::OFF_SPELL_RECORD_INTERRUPT_FLAGS) &
SPELL_INTERRUPT_AUTOATTACK) != 0 &&
(ReadField(rec, Offsets::OFF_SPELL_RECORD_ATTRIBUTES_EX2) &
SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS) == 0;
Game::Lua::PushBool(L, resets);
return 1;
}
// --- Documentation ----------------------------------------------------------
const Game::Doc::Field kSpellArgs[] = {
Game::Doc::Req("spellID", "SpellIdentifier",
"A spell ID, spell link, or spell name."),
};
const Game::Doc::Field kDispelTypeRets[] = {
Game::Doc::Req("dispelType", "number",
"1 magic, 2 curse, 3 disease, 4 poison; 0 when nothing removes it."),
};
const Game::Doc::Function kGetSpellDispelType{
"Which kind of dispel removes the effects of a spell.", kSpellArgs, kDispelTypeRets};
const Game::Doc::Field kNextMeleeRets[] = {
Game::Doc::Req("isNextMelee", "bool",
"True when the ability lands on your next weapon swing."),
};
const Game::Doc::Function kIsNextMeleeSpell{
"Whether the ability waits for your next weapon swing instead of casting.",
kSpellArgs, kNextMeleeRets};
const Game::Doc::Field kResetsSwingRets[] = {
Game::Doc::Req("resetsSwing", "bool",
"True when casting the spell starts the swing timer again."),
};
const Game::Doc::Function kResetsMeleeSwing{
"Whether casting the spell starts your melee swing timer again.",
kSpellArgs, kResetsSwingRets};
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Spell", "GetSpellDispelType",
&Script_GetSpellDispelType, &kGetSpellDispelType);
Game::Lua::RegisterTableFunction("C_Spell", "IsNextMeleeSpell",
&Script_IsNextMeleeSpell, &kIsNextMeleeSpell);
Game::Lua::RegisterTableFunction("C_Spell", "ResetsMeleeSwing",
&Script_ResetsMeleeSwing, &kResetsMeleeSwing);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Spell::RecordFields