Files
ClassicAPI/src/combat/Attack.cpp
T
Brues eef7140722 feat(combat): add StartAttack / StopAttack globals
Backport the non-toggling melee auto-attack verbs. 1.12 ships only the
toggling AttackTarget (FUN_006131A0), so /startattack can't guarantee it
won't cancel an in-progress swing. These call the engine's own start
(FUN_005ECB70, sends CMSG_ATTACKSWING) and stop (FUN_005ECAC0) primitives
directly, split into the two idempotent verbs.

StartAttack takes an optional unit-token target (resolved under pcall so a
name/bad token can't raise, falling back to the current target); with no
arg it validates and attacks the current target via FUN_00612DF0.
2026-08-26 13:49:44 -05:00

112 lines
4.3 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/>.
// `StartAttack([target])` / `StopAttack()` — the non-toggling melee
// auto-attack verbs. Vanilla 1.12 ships only `AttackTarget()`, which
// *toggles* (start <-> stop each call), so a `/startattack` can't guarantee
// it won't cancel an in-progress swing. These split the engine's own attack
// machinery into the two explicit, idempotent verbs modern clients expose.
//
// 1.12's `AttackTarget` (`0x00489B50`) is `FUN_006131A0`: resolve the target,
// then `isAttacking ? stop : start`. We call the same start/stop primitives
// directly (see the `FUN_ATTACK_*` notes in Offsets.h), skipping the toggle:
// StartAttack -> the "start" leg only (idempotent; switches or no-ops on a
// valid target, never stops it).
// StopAttack -> the "stop" leg only (self-guards, so a no-op when idle).
#include "Game.h"
#include "Offsets.h"
#include "unit/Identity.h"
#include <cstdint>
namespace Combat::Attack {
namespace {
using Start_t = void(__thiscall *)(void *player, const uint64_t *targetGuid);
using Stop_t = void(__fastcall *)(void *player);
using ResolveTarget_t = int(__thiscall *)(void *player, uint64_t *outGuid);
// Resolve an optional unit-token argument to a GUID without raising.
// `Unit::Identity::GuidForToken` raises for non-token strings (a name or
// garbage — 1.12 has no name->GUID resolver), so run it under `pcall`; a raise
// or an empty token yields 0, which the caller treats as "use current target".
int __fastcall ResolveTokenThunk(void *L) {
using namespace Game::Lua;
const char *token = ToString(L, 1);
const uint64_t g = (token && *token) ? Unit::Identity::GuidForToken(token) : 0;
PushNumber(L, static_cast<double>(static_cast<uint32_t>(g)));
PushNumber(L, static_cast<double>(static_cast<uint32_t>(g >> 32)));
return 2;
}
uint64_t SafeResolveToken(void *L, const char *token) {
using namespace Game::Lua;
if (token == nullptr || *token == '\0')
return 0;
const int base = GetTop(L);
PushCClosure(L, &ResolveTokenThunk, 0);
PushString(L, token);
uint64_t guid = 0;
if (PCall(L, 1, 2, 0) == 0) {
const uint32_t lo = static_cast<uint32_t>(ToNumber(L, -2));
const uint32_t hi = static_cast<uint32_t>(ToNumber(L, -1));
guid = (static_cast<uint64_t>(hi) << 32) | lo;
}
SetTop(L, base); // drop the results (or the caught error message)
return guid;
}
} // namespace
static int __fastcall Script_StartAttack(void *L) {
auto *player = const_cast<uint8_t *>(Unit::Identity::PlayerObject());
if (player == nullptr)
return 0;
uint64_t target = SafeResolveToken(L, Game::Lua::ToString(L, 1));
if (target == 0) {
// No explicit target given (or unresolvable): validate and take the
// current target. Returns 0 — and posts the engine's own UI error —
// when there's nothing valid to attack.
auto resolve =
reinterpret_cast<ResolveTarget_t>(Offsets::FUN_ATTACK_RESOLVE_TARGET);
if (resolve(player, &target) == 0)
return 0;
}
reinterpret_cast<Start_t>(Offsets::FUN_ATTACK_START)(player, &target);
return 0;
}
static int __fastcall Script_StopAttack(void *L) {
(void)L;
auto *player = const_cast<uint8_t *>(Unit::Identity::PlayerObject());
if (player == nullptr)
return 0;
reinterpret_cast<Stop_t>(Offsets::FUN_ATTACK_STOP)(player);
return 0;
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterGlobalFunction("StartAttack", &Script_StartAttack);
Game::Lua::RegisterGlobalFunction("StopAttack", &Script_StopAttack);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Combat::Attack