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Copy pathInfo.cpp
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336 lines (306 loc) · 15.5 KB
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// 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 "dbc/Lookup.h"
#include "item/Arg.h"
#include "item/BagFamily.h"
#include "item/Data.h"
#include "item/ID.h"
#include "item/Link.h"
#include "item/Location.h"
#include <cstdint>
#include <cstdio>
#include <cstring>
namespace Item::Info {
using GetItemRecord_t = const uint8_t *(__thiscall *)(void *cache, uint32_t itemID,
const uint64_t *guid, void *callback,
void *userData, bool requestIfMissing);
static const char *PushedOrEmpty(const char *s) { return (s != nullptr && s[0] != 0) ? s : ""; }
static int CurrentLocaleIndex() { return *reinterpret_cast<int *>(Offsets::VAR_LOCALE_INDEX); }
static const uint8_t *FetchItemRecord(uint32_t itemID) {
auto fn = reinterpret_cast<GetItemRecord_t>(Offsets::FUN_DBCACHE_ITEMSTATS_GET_RECORD);
auto *cache = reinterpret_cast<void *>(Offsets::VAR_ITEMDB_CACHE);
const uint64_t zeroGuid = 0;
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, false);
}
static const char *LookupItemClassName(uint32_t classID) {
return PushedOrEmpty(DBC::LocalizedField(
Offsets::VAR_ITEMCLASS_RECORDS, Offsets::VAR_ITEMCLASS_COUNT,
classID, Offsets::OFF_ITEMCLASS_NAMES));
}
static const char *LookupItemSubClassName(uint32_t classID, uint32_t subClassID) {
const int count = *reinterpret_cast<int *>(Offsets::VAR_ITEMSUBCLASS_COUNT);
if (count <= 0)
return "";
auto *records = *reinterpret_cast<const uint8_t *const *>(Offsets::VAR_ITEMSUBCLASS_RECORDS);
if (records == nullptr)
return "";
const int locale = CurrentLocaleIndex();
for (int i = 0; i < count; i++) {
const uint8_t *record = records + i * Offsets::OFF_ITEMSUBCLASS_RECORD_STRIDE;
if (*reinterpret_cast<const uint32_t *>(record + 0x00) != classID)
continue;
if (*reinterpret_cast<const uint32_t *>(record + 0x04) != subClassID)
continue;
// Mirror Script_GetItemInfo's fallback chain at 0x48E311..0x48E32C:
// try the verbose name first, fall back to the short name.
const char *verbose = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSUBCLASS_DISPLAY_NAME + locale * 4);
if (verbose != nullptr && verbose[0] != 0)
return verbose;
const char *shortName = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSUBCLASS_NAME + locale * 4);
return PushedOrEmpty(shortName);
}
return "";
}
static const char *LookupInvType(uint32_t invType) {
if (invType > Offsets::INVTYPE_TABLE_MAX_INDEX)
return "";
auto **table = reinterpret_cast<const char **>(Offsets::VAR_INVTYPE_STRING_TABLE);
return PushedOrEmpty(table[invType]);
}
static bool BuildIconPath(uint32_t displayInfoID, char *out, size_t outSize) {
if (out == nullptr || outSize == 0)
return false;
out[0] = 0;
const char *iconName = DBC::StringField(
Offsets::VAR_ITEMDISPLAYINFO_RECORDS, Offsets::VAR_ITEMDISPLAYINFO_COUNT,
displayInfoID, Offsets::OFF_ITEMDISPLAYINFO_ICON);
if (iconName == nullptr)
return false;
snprintf(out, outSize, "Interface\\Icons\\%s", iconName);
return true;
}
// `GetItemInfoInstant` is the modern "synchronous, never blocks" item
// info call. In modern WoW the trailing 6 fields come from client-side
// `Item-sparse.db2` and so the call always returns the full 7-tuple.
// 1.12 has no client-side item DB — those fields live only in the
// network-fed `DBCache_ItemStats`. We mirror the contract by:
// - always returning the itemID (echoed from input) so callers using
// `GetItemInfoInstant(link_or_id)` as an ID extractor never see nil
// - returning the remaining 6 fields from the cache when present,
// nil when not (preserving the 7-tuple shape)
// - not warming the cache; "Instant" implies no side effects. Callers
// that need the full info should use `GetItemInfo`, which already
// triggers the warmup via the `Script_GetItemInfo` hook.
static int __fastcall Script_GetItemInfoInstant(void *L) {
const int itemID = Item::Arg::ResolveItemID(L, 1);
if (itemID <= 0)
return 0;
Game::Lua::PushNumber(L, static_cast<double>(itemID));
const uint8_t *record = FetchItemRecord(static_cast<uint32_t>(itemID));
if (record == nullptr) {
for (int i = 0; i < 6; ++i)
Game::Lua::PushNil(L);
return 7;
}
const uint32_t classID =
*reinterpret_cast<const uint32_t *>(record + Offsets::OFF_ITEMSTATS_CLASS);
const uint32_t subClassID =
*reinterpret_cast<const uint32_t *>(record + Offsets::OFF_ITEMSTATS_SUBCLASS);
const uint32_t displayInfoID =
*reinterpret_cast<const uint32_t *>(record + Offsets::OFF_ITEMSTATS_DISPLAY_INFO_ID);
const uint32_t invType =
*reinterpret_cast<const uint32_t *>(record + Offsets::OFF_ITEMSTATS_INVENTORY_TYPE);
char iconPath[260];
if (!BuildIconPath(displayInfoID, iconPath, sizeof(iconPath)))
iconPath[0] = 0;
Game::Lua::PushString(L, LookupItemClassName(classID));
Game::Lua::PushString(L, LookupItemSubClassName(classID, subClassID));
Game::Lua::PushString(L, LookupInvType(invType));
Game::Lua::PushString(L, iconPath);
Game::Lua::PushNumber(L, static_cast<double>(classID));
Game::Lua::PushNumber(L, static_cast<double>(subClassID));
return 7;
}
// Pushes the icon path for `itemID` and returns 1, or returns 0 (= nil
// to Lua) if the item isn't cached, the displayInfoID is missing, or
// the icon record's path slot is empty. Shared by all three
// icon-accessor entry points.
static int PushIconForItemID(void *L, int itemID) {
if (itemID <= 0)
return 0;
const uint8_t *record = FetchItemRecord(static_cast<uint32_t>(itemID));
if (record == nullptr)
return 0;
const uint32_t displayInfoID = *reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_DISPLAY_INFO_ID);
char iconPath[260];
if (!BuildIconPath(displayInfoID, iconPath, sizeof(iconPath)))
return 0;
Game::Lua::PushString(L, iconPath);
return 1;
}
// `GetItemIcon(itemID)` — global, takes a numeric itemID only. Modern
// WoW returns a fileID:number; we surface the icon path string since
// 1.12 has no fileID system. Direct passthrough to
// `texture:SetTexture(...)`.
static int __fastcall Script_GetItemIcon(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: GetItemIcon(itemID)");
return 0;
}
return PushIconForItemID(L, static_cast<int>(Game::Lua::ToNumber(L, 1)));
}
// `C_Item.GetItemIcon(itemLocation)` — table-shape ItemLocation form.
// Routes through `Item::Location::Resolve` → CGItem → itemID, then the
// same cache lookup as the other variants.
static int __fastcall Script_C_Item_GetItemIcon(void *L) {
if (!Item::Location::IsLocationArg(L, 1)) {
Game::Lua::Error(L, "Usage: C_Item.GetItemIcon(itemLocation)");
return 0;
}
const int itemID = Item::ID::FromCGItem(Item::Location::Resolve(L, 1));
return PushIconForItemID(L, itemID);
}
// `C_Item.GetItemIconByID(itemInfo)` — accepts numeric itemID or
// `"item:NN"` string (full chat links work too via the same parser
// `GetItemInfoInstant` uses).
static int __fastcall Script_C_Item_GetItemIconByID(void *L) {
return PushIconForItemID(L, Item::Arg::ResolveItemID(L, 1));
}
// `C_Item.GetItemFamily(item)` — returns the BagFamily bitmask for an
// item (modern encoding: `1 << (ID-1)`), or `nil` if the item isn't
// in the cache. Used by auto-routing addons that decide which
// specialty bag a looted item should land in.
//
// Accepts a numeric `itemID` or a string containing `"item:NNN"` (full
// chat links work) — same parser as `GetItemInfoInstant`.
//
// **Auto-warmup on cache miss.** Returns nil for uncached items but
// kicks off the cache fill in the background, so a follow-up call
// after `GET_ITEM_INFO_RECEIVED` lands the value. Mirrors the
// observed 1.15 behavior (nil first, value after retry) — the engine
// itself triggers the load. We diverge from 1.15 in one detail: we
// fire `GET_ITEM_INFO_RECEIVED` when the data arrives (matching our
// other implicit-warmup paths like `GetItemInfo` and `SetItemByID`),
// whereas 1.15's `GetItemFamily` is a silent fill. Consistency
// within our DLL's event surface > faithful 1.15 mimicry — addons
// that already listen for the event get notified for free.
//
// Modern WoW returns 0 for items the cache lookup fails on; we return
// nil so callers can distinguish "item not cached" from "item exists
// but has family 0 (general-purpose)". Both are safe to treat as "no
// preference" but keeping them distinct helps debugging.
//
// 1.12 vanilla server data leaves the `m_bagFamily` field empty on the
// **bags/quivers** themselves — Soul/Herb/Enchanting/Engineering bags AND
// quivers/ammo pouches all read 0. Individual loot items do carry the
// field reliably (arrows, bullets, shards, herbs return their proper raw
// IDs). For a bag whose field is empty we recover the family from its
// class + subclass (the same signal the "Soul Bag" tooltip line uses), so
// a Felcloth Bag reports the Soul Shard family (0x4), a quiver 0x1, an
// ammo pouch 0x2 — see `Item::BagFamily`.
static int __fastcall Script_C_Item_GetItemFamily(void *L) {
const int itemID = Item::Arg::ResolveItemID(L, 1);
if (itemID <= 0)
return 0;
const uint8_t *record = FetchItemRecord(static_cast<uint32_t>(itemID));
if (record == nullptr) {
Item::Data::WarmCache(static_cast<uint32_t>(itemID));
return 0;
}
// Family field if populated, else derived from the container subclass
// (Turtle leaves bags' m_bagFamily at 0 — see Item::BagFamily).
Game::Lua::PushNumber(
L, static_cast<double>(Item::BagFamily::BitmaskForRecord(record)));
return 1;
}
// `C_Item.GetItemInfo(itemInfo)` — the full modern info tuple, sourced
// entirely from the cached `ItemStats_C` record (+ the class/subclass/invtype
// DBC name lookups this file already does for `GetItemInfoInstant`). Accepts
// a numeric itemID, an `"item:NNN"` string, or a full chat link — same parser
// as `GetItemInfoInstant`.
//
// Returns (18 values):
// itemName, itemLink, itemQuality, itemLevel, itemMinLevel, itemType,
// itemSubType, itemStackCount, itemEquipLoc, itemTexture, sellPrice,
// classID, subclassID, bindType, expansionID, setID, isCraftingReagent,
// itemDescription
//
// `expansionID` is always 0 (vanilla) and `isCraftingReagent` always false
// (no such flag in 1.12's item data); `setID` is nil when the item has no
// set. On a cache miss it warms the cache and returns nothing (nil) —
// the value lands on a retry after `GET_ITEM_INFO_RECEIVED`,
// matching the modern async contract.
static int __fastcall Script_C_Item_GetItemInfo(void *L) {
const int itemID = Item::Arg::ResolveItemID(L, 1);
if (itemID <= 0)
return 0;
const uint8_t *record = FetchItemRecord(static_cast<uint32_t>(itemID));
if (record == nullptr) {
Item::Data::WarmCache(static_cast<uint32_t>(itemID));
return 0; // nil this call; GET_ITEM_INFO_RECEIVED fires when ready
}
auto u32 = [record](int off) {
return *reinterpret_cast<const uint32_t *>(record + off);
};
const uint32_t quality = u32(Offsets::OFF_ITEMSTATS_QUALITY);
const uint32_t itemLevel = u32(Offsets::OFF_ITEMSTATS_ITEM_LEVEL);
const uint32_t reqLevel = u32(Offsets::OFF_ITEMSTATS_REQUIRED_LEVEL);
const uint32_t classID = u32(Offsets::OFF_ITEMSTATS_CLASS);
const uint32_t subClassID = u32(Offsets::OFF_ITEMSTATS_SUBCLASS);
const uint32_t stackCount = u32(Offsets::OFF_ITEMSTATS_STACKABLE);
const uint32_t invType = u32(Offsets::OFF_ITEMSTATS_INVENTORY_TYPE);
const uint32_t displayInfoID = u32(Offsets::OFF_ITEMSTATS_DISPLAY_INFO_ID);
const uint32_t sellPrice = u32(Offsets::OFF_ITEMSTATS_SELL_PRICE);
const uint32_t bindType = u32(Offsets::OFF_ITEMSTATS_BONDING);
const uint32_t setID = u32(Offsets::OFF_ITEMSTATS_ITEM_SET);
const char *name = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSTATS_NAME);
const char *description = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSTATS_DESCRIPTION);
char iconPath[260];
if (!BuildIconPath(displayInfoID, iconPath, sizeof(iconPath)))
iconPath[0] = 0;
char link[256];
const bool haveLink = Item::Link::BasicFromItemID(static_cast<uint32_t>(itemID),
link, sizeof(link));
Game::Lua::PushString(L, PushedOrEmpty(name)); // 1 itemName
if (haveLink)
Game::Lua::PushString(L, link); // 2 itemLink
else
Game::Lua::PushNil(L);
Game::Lua::PushNumber(L, static_cast<double>(quality)); // 3 itemQuality
Game::Lua::PushNumber(L, static_cast<double>(itemLevel)); // 4 itemLevel
Game::Lua::PushNumber(L, static_cast<double>(reqLevel)); // 5 itemMinLevel
Game::Lua::PushString(L, LookupItemClassName(classID)); // 6 itemType
Game::Lua::PushString(L, LookupItemSubClassName(classID, subClassID)); // 7 itemSubType
Game::Lua::PushNumber(L, static_cast<double>(stackCount)); // 8 itemStackCount
Game::Lua::PushString(L, LookupInvType(invType)); // 9 itemEquipLoc
Game::Lua::PushString(L, iconPath); // 10 itemTexture
Game::Lua::PushNumber(L, static_cast<double>(sellPrice)); // 11 sellPrice
Game::Lua::PushNumber(L, static_cast<double>(classID)); // 12 classID
Game::Lua::PushNumber(L, static_cast<double>(subClassID)); // 13 subclassID
Game::Lua::PushNumber(L, static_cast<double>(bindType)); // 14 bindType
Game::Lua::PushNumber(L, 0.0); // 15 expansionID (classic)
if (setID != 0)
Game::Lua::PushNumber(L, static_cast<double>(setID)); // 16 setID
else
Game::Lua::PushNil(L);
Game::Lua::PushBool(L, false); // 17 isCraftingReagent
Game::Lua::PushString(L, PushedOrEmpty(description)); // 18 itemDescription
return 18;
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Item", "GetItemInfo", &Script_C_Item_GetItemInfo);
Game::Lua::RegisterTableFunction("C_Item", "GetItemInfoInstant", &Script_GetItemInfoInstant);
Game::Lua::RegisterGlobalFunction("GetItemIcon", &Script_GetItemIcon);
Game::Lua::RegisterTableFunction("C_Item", "GetItemIcon", &Script_C_Item_GetItemIcon);
Game::Lua::RegisterTableFunction("C_Item", "GetItemIconByID", &Script_C_Item_GetItemIconByID);
Game::Lua::RegisterTableFunction("C_Item", "GetItemFamily", &Script_C_Item_GetItemFamily);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Item::Info