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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/>.
// `C_EquipmentSet.*` — backports the modern equipment-set API on top
// of a client-side persistent store. Vanilla 1.12 has no server-side
// equipment-set storage (no CMSG_EQUIPMENT_SET_SAVE opcode), so we
// persist each character's sets to
// `WTF\Account\<acct>\<realm>\<char>\ClassicAPI_EquipmentSets.txt`
// the same way `VanillaMinimapTracking` keeps its tracking config.
//
// Identity is by item GUID — `SaveEquipmentSet` snapshots the GUIDs
// currently worn, and `UseEquipmentSet` searches the player's bags (and
// the bank, while it is open) for those GUIDs at use time. Behavior
// follows 4.3.4's native equipment manager (`CGEquipmentManager`).
//
// Modern Classic Era's signatures use a numeric `iconFileID`; we
// accept icon paths (e.g. `"INV_Shield_06"`) instead because vanilla
// has no fileDataID system. Same string-or-default fallback semantic
// as 4.3.4's native `SaveEquipmentSet`.
#include "Action.h"
#include "Data.h"
#include "Game.h"
#include "Locations.h"
#include "Offsets.h"
#include "Pending.h"
#include "Set.h"
#include "Text.h"
#include "item/CGItem.h"
#include "item/Location.h"
#include "item/Swap.h"
#include "unit/Identity.h"
#include <cstdint>
#include <cstring>
#include <string>
namespace EquipmentSet::Api {
namespace {
// Pulls `setID` off Lua stack[idx]. Accepts numbers only — modern
// signatures take numeric IDs, not names, for the by-ID functions.
// Returns 0 if missing/non-numeric (callers treat 0 as "no such set").
uint32_t ArgSetID(void *L, int idx) {
if (!Game::Lua::IsNumber(L, idx))
return 0;
const double d = Game::Lua::ToNumber(L, idx);
if (d < 1.0)
return 0;
return static_cast<uint32_t>(d);
}
int ArgInt(void *L, int idx, int fallback = 0) {
if (!Game::Lua::IsNumber(L, idx))
return fallback;
return static_cast<int>(Game::Lua::ToNumber(L, idx));
}
const char *ArgString(void *L, int idx) {
if (!Game::Lua::IsString(L, idx))
return nullptr;
return Game::Lua::ToString(L, idx);
}
int ResolveItemID(const uint8_t *cgItem) {
if (cgItem == nullptr)
return 0;
auto *instance = Item::InstanceBlock(cgItem);
if (instance == nullptr)
return 0;
return static_cast<int>(*reinterpret_cast<const uint32_t *>(
instance + Offsets::OFF_INSTANCE_BLOCK_ITEM_ID));
}
void PushTableEntry(void *L, int key, double value) {
Game::Lua::PushNumber(L, static_cast<double>(key));
Game::Lua::PushNumber(L, value);
Game::Lua::SetTable(L, -3);
}
// 4.3.4 `CanUseEquipmentSets`: false while a swap is in flight.
int __fastcall Script_CanUseEquipmentSets(void *L) {
Game::Lua::PushBool(L, Pending::CanUse());
return 1;
}
int __fastcall Script_GetNumEquipmentSets(void *L) {
const auto &all = Data::All();
Game::Lua::PushNumber(L, static_cast<double>(all.size()));
return 1;
}
// Modern returns a numeric-keyed array of setIDs. Order matches the
// list's storage order (insertion order; no implicit alphabetical
// sort). Empty list returns an empty table.
int __fastcall Script_GetEquipmentSetIDs(void *L) {
const auto &all = Data::All();
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
int key = 1;
for (const auto &s : all) {
Game::Lua::PushNumber(L, static_cast<double>(key++));
Game::Lua::PushNumber(L, static_cast<double>(s.setID));
Game::Lua::SetTable(L, -3);
}
return 1;
}
int __fastcall Script_GetEquipmentSetID(void *L) {
const char *name = ArgString(L, 1);
if (name == nullptr)
return 0;
const Set *s = Data::FindByName(name);
if (s == nullptr)
return 0;
Game::Lua::PushNumber(L, static_cast<double>(s->setID));
return 1;
}
// Returns the 9-tuple Blizzard ships:
// name, icon, setID, isEquipped, numItems, numEquipped,
// numInInventory, numMissing, numIgnored
// — 4.3.4 `Script_GetEquipmentSetInfo`: the counts are
// `Locations::GetStatus`, `isEquipped` is the strict
// `Locations::IsEquipped`.
int __fastcall Script_GetEquipmentSetInfo(void *L) {
const uint32_t setID = ArgSetID(L, 1);
const Set *s = Data::FindByID(setID);
if (s == nullptr)
return 0;
const Locations::Status st = Locations::GetStatus(*s);
Game::Lua::PushString(L, s->name.c_str());
Game::Lua::PushString(L, s->icon.c_str());
Game::Lua::PushNumber(L, static_cast<double>(s->setID));
Game::Lua::PushBoolean(L, Locations::IsEquipped(*s) ? 1 : 0);
Game::Lua::PushNumber(L, static_cast<double>(st.total));
Game::Lua::PushNumber(L, static_cast<double>(st.equipped));
Game::Lua::PushNumber(L, static_cast<double>(st.inInventory));
Game::Lua::PushNumber(L, static_cast<double>(st.missing));
Game::Lua::PushNumber(L, static_cast<double>(st.ignored));
return 9;
}
int __fastcall Script_GetIgnoredSlots(void *L) {
const uint32_t setID = ArgSetID(L, 1);
const Set *s = Data::FindByID(setID);
if (s == nullptr)
return 0;
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
int key = 1;
for (int i = 0; i < SLOT_COUNT; ++i) {
if (s->items[i] == GUID_IGNORED) {
Game::Lua::PushNumber(L, static_cast<double>(key++));
Game::Lua::PushNumber(L, static_cast<double>(i + 1));
Game::Lua::SetTable(L, -3);
}
}
return 1;
}
// 4.3.4 `Script_GetEquipmentSetItemIDs`: { [slot] = value } for all 19
// slots — 0 empty, 1 ignored, else the itemID, or -1 when it can't be
// resolved. An item no longer in the client still has the itemID saved
// with the set, so -1 is left for sets saved before that was recorded.
int __fastcall Script_GetItemIDs(void *L) {
const uint32_t setID = ArgSetID(L, 1);
const Set *s = Data::FindByID(setID);
if (s == nullptr)
return 0;
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
for (int i = 0; i < SLOT_COUNT; ++i) {
const uint64_t g = s->items[i];
int value = static_cast<int>(g); // GUID_EMPTY 0 / GUID_IGNORED 1
if (g != GUID_EMPTY && g != GUID_IGNORED) {
value = ResolveItemID(Locations::ResolveItemByGUID(g));
if (value == 0)
value = static_cast<int>(s->itemIDs[i]);
if (value == 0)
value = -1;
}
PushTableEntry(L, i + 1, static_cast<double>(value));
}
return 1;
}
// 4.3.4 `Script_GetEquipmentSetLocations`: { [slot] = locationCode } for
// all 19 slots — 0 empty, `LOC_IGNORED`, the packed location (see Set.h),
// or `LOC_MISSING`. Bank items count only while the bank is open, the
// same rule `UseEquipmentSet` swaps by.
int __fastcall Script_GetItemLocations(void *L) {
const uint32_t setID = ArgSetID(L, 1);
const Set *s = Data::FindByID(setID);
if (s == nullptr)
return 0;
const bool bank = Locations::BankerOpen();
Game::Lua::SetTop(L, 0);
Game::Lua::NewTable(L);
for (int i = 0; i < SLOT_COUNT; ++i) {
const uint64_t g = s->items[i];
int loc = 0;
if (g == GUID_IGNORED) {
loc = LOC_IGNORED;
} else if (g != GUID_EMPTY) {
loc = Locations::FindGUID(g, bank);
if (loc == 0)
loc = LOC_MISSING;
}
PushTableEntry(L, i + 1, static_cast<double>(loc));
}
return 1;
}
// The name argument at `idx`, scrubbed as 4.3.4 does. Raises its
// "Invalid string for setName" error and returns false when the scrub
// rejects it.
bool ArgName(void *L, int idx, std::string *out) {
if (Data::ScrubName(ArgString(L, idx), out))
return true;
Game::Lua::Error(L, "Invalid string for setName");
return false;
}
int __fastcall Script_CreateEquipmentSet(void *L) {
const char *raw = ArgString(L, 1);
if (raw == nullptr || raw[0] == '\0') {
Game::Lua::Error(L, "Usage: C_EquipmentSet.CreateEquipmentSet(name [, icon])");
return 0;
}
std::string name;
if (!ArgName(L, 1, &name))
return 0;
const char *icon = ArgString(L, 2);
const uint32_t setID = Data::Create(name.c_str(), icon);
if (setID == 0)
return 0;
Game::Lua::PushNumber(L, static_cast<double>(setID));
return 1;
}
int __fastcall Script_SaveEquipmentSet(void *L) {
const uint32_t setID = ArgSetID(L, 1);
if (setID == 0) {
Game::Lua::Error(L, "Usage: C_EquipmentSet.SaveEquipmentSet(setID [, icon])");
return 0;
}
const char *icon = ArgString(L, 2);
if (Data::SaveExisting(setID, icon))
Action::Repaint(setID); // the icon may have changed
return 0;
}
int __fastcall Script_ModifyEquipmentSet(void *L) {
const uint32_t setID = ArgSetID(L, 1);
const char *raw = ArgString(L, 2);
if (setID == 0 || raw == nullptr || raw[0] == '\0') {
Game::Lua::Error(L,
"Usage: C_EquipmentSet.ModifyEquipmentSet(setID, newName)");
return 0;
}
std::string name;
if (!ArgName(L, 2, &name))
return 0;
if (Data::Rename(setID, name.c_str()))
Action::Repaint(setID); // buttons show the name
return 0;
}
int __fastcall Script_DeleteEquipmentSet(void *L) {
const uint32_t setID = ArgSetID(L, 1);
if (setID == 0) {
Game::Lua::Error(L, "Usage: C_EquipmentSet.DeleteEquipmentSet(setID)");
return 0;
}
if (Data::Delete(setID))
Action::ClearButtons(setID);
return 0;
}
int __fastcall Script_IgnoreSlotForSave(void *L) {
const int slot = ArgInt(L, 1);
Data::IgnoreSlot(slot);
return 0;
}
int __fastcall Script_UnignoreSlotForSave(void *L) {
const int slot = ArgInt(L, 1);
Data::UnignoreSlot(slot);
return 0;
}
int __fastcall Script_IsSlotIgnoredForSave(void *L) {
const int slot = ArgInt(L, 1);
Game::Lua::PushBool(L, Data::IsSlotIgnored(slot));
return 1;
}
int __fastcall Script_ClearIgnoredSlotsForSave(void *L) {
(void)L;
Data::ClearIgnoredSlots();
return 0;
}
// Whether a swap would race an item already in transit — see
// `Locations::ContainsLockedItems`.
int __fastcall Script_EquipmentSetContainsLockedItems(void *L) {
const uint32_t setID = ArgSetID(L, 1);
const Set *s = Data::FindByID(setID);
if (s == nullptr)
return 0;
Game::Lua::PushBool(L, Locations::ContainsLockedItems(*s));
return 1;
}
// 4.3.4 `CGEquipmentManager::UseEquipmentSet`, over 1.12's per-item swap
// packets instead of its single CMSG_EQUIPMENT_SET_USE:
// - refused (ERR_CLIENT_LOCKED_OUT, the same "You can't do that right
// now." text as 4.3.4's SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW) while a
// swap is in flight or the cursor holds a bag item;
// - in combat only the weapon slots swap, with one COMBAT_SWAP message
// when another slot would have changed;
// - an item that can't be found is skipped, with one MISSING_ITEM
// message;
// - bank items are used only while the bank is open (the server refuses
// them otherwise);
// - the result arrives later as EQUIPMENT_SWAP_FINISHED (see
// `EquipmentSet::Pending`).
//
// Each move is the engine's own `FUN_INVENTORY_SWAP` (opcodes 0x10D /
// 0x10C), an atomic server-side swap that never touches the cursor, so a
// two-item cycle (rings A<->B) resolves in one packet. Sources are resolved
// against the state BEFORE anything is sent: the engine's inventory only
// changes when the server answers, so a lookup between packets would see
// stale locations. A virtual paperdoll tracks the moves instead.
bool CursorHoldsBagItem() {
return Game::Read<uint32_t>(Offsets::VAR_CURSOR_TYPE) == 1 &&
(Game::Read<uint32_t>(Offsets::VAR_CURSOR_ITEM_GUID_LO) != 0 ||
Game::Read<uint32_t>(Offsets::VAR_CURSOR_ITEM_GUID_HI) != 0);
}
bool PlayerInCombat() {
const uint8_t *desc = Unit::Identity::PlayerDescriptor();
return desc != nullptr &&
(Game::Read<uint32_t>(desc, Offsets::OFF_UNIT_FIELD_FLAGS) &
Offsets::UNIT_FLAG_IN_COMBAT) != 0;
}
// The Lua bagID and 1-based slot of a bag or bank location code (see
// Set.h's pack helpers): 0..4 player bags, -1 main bank, 5..10 bank bags.
// A main-bank code carries the inventory slot id, so it comes back
// through `INVSLOT_BANK1` to the 1-based slot `Item::Swap::FromBag` takes.
void UnpackContainer(int loc, int *bagID, int *slot) {
*slot = loc & LOC_SLOT_MASK;
const int bag = (loc >> LOC_BAG_SHIFT) & 0xFF;
if ((loc & LOC_BANK) == 0) {
*bagID = bag;
} else if ((loc & LOC_BAGS) == 0) {
*bagID = -1;
*slot = *slot - Offsets::INVSLOT_BANK1 + 1;
} else {
*bagID = bag + BANK_BAG_OFFSET;
}
}
int __fastcall Script_UseEquipmentSet(void *L) {
const uint32_t setID = ArgSetID(L, 1);
const Set *s = Data::FindByID(setID);
if (s == nullptr) {
Game::Lua::PushBoolean(L, 0);
return 1;
}
if (!Pending::CanUse() || CursorHoldsBagItem()) {
Text::UIError("ERR_CLIENT_LOCKED_OUT", "You can't do that right now.");
Game::Lua::PushBoolean(L, 0);
return 1;
}
// Copy what the swap needs: the free-slot scan below stomps the Lua
// stack, and the error messages run Lua handlers.
const std::string name = s->name;
uint64_t guids[SLOT_COUNT];
std::memcpy(guids, s->items, sizeof(guids));
Pending::Request req{};
req.setID = setID;
auto noteMoved = [&req](uint64_t g) {
if (g != 0)
req.moved[req.movedCount++] = g;
};
uint64_t virtualPaperdoll[SLOT_COUNT];
Locations::SnapshotPaperdoll(virtualPaperdoll);
// Decide every slot against the original state.
const bool inCombat = PlayerInCombat();
const bool bank = Locations::BankerOpen();
bool combatWarned = false;
bool missingWarned = false;
int sourceLoc[SLOT_COUNT] = {};
for (int i = 0; i < SLOT_COUNT; ++i) {
const uint64_t g = guids[i];
if (g == GUID_IGNORED)
continue;
if (inCombat && !SwapsInCombat(i + 1)) {
if (!combatWarned && g != virtualPaperdoll[i]) {
Text::UIError("ERR_EQUIPMENT_MANAGER_COMBAT_SWAP_S",
"Some items from set %s cannot be swapped because "
"you are in combat.",
name.c_str());
combatWarned = true;
}
continue;
}
if (g != GUID_EMPTY) {
sourceLoc[i] = Locations::FindGUID(g, bank);
if (sourceLoc[i] == 0) {
if (!missingWarned) {
Text::UIError("ERR_EQUIPMENT_MANAGER_MISSING_ITEM_S",
"One or more items from set %s were missing and "
"could not be equipped.",
name.c_str());
missingWarned = true;
}
continue;
}
}
req.want[i] = g;
req.cares[i] = true;
}
// Free bag slots for phase 3, snapshotted up front for the same
// stale-state reason: a fresh scan per unequip would keep finding the
// same "first empty" slot. At most every slot comes off.
struct FreeSlot {
int bag;
int slot;
};
FreeSlot freeSlots[SLOT_COUNT];
int freeSlotCount = 0;
for (int bag = 0; bag <= 4 && freeSlotCount < SLOT_COUNT; ++bag) {
const int slots = Item::Location::GetBagSlotCount(bag);
for (int slot = 1; slot <= slots && freeSlotCount < SLOT_COUNT; ++slot) {
if (Item::Location::ResolveBag(L, bag, slot) == nullptr)
freeSlots[freeSlotCount++] = {bag, slot};
}
}
int nextFreeSlot = 0;
auto currentPaperdollSlot = [&](uint64_t g) -> int {
for (int slot = 1; slot <= SLOT_COUNT; ++slot)
if (virtualPaperdoll[slot - 1] == g)
return slot;
return 0;
};
// Phase 1: paperdoll -> paperdoll. Neither side is a bag, so phase 2's
// bag sources stay valid.
for (int i = 0; i < SLOT_COUNT; ++i) {
const int targetSlot = i + 1;
const uint64_t g = guids[i];
if (!req.cares[i] || g == GUID_EMPTY ||
(sourceLoc[i] & (LOC_BAGS | LOC_BANK)) != 0)
continue;
const int srcSlot = currentPaperdollSlot(g);
if (srcSlot == 0 || srcSlot == targetSlot)
continue;
const uint64_t displaced = virtualPaperdoll[targetSlot - 1];
if (Item::Swap::FromPaperdoll(Locations::ResolveItemByGUID(g), srcSlot,
targetSlot)) {
virtualPaperdoll[targetSlot - 1] = g;
virtualPaperdoll[srcSlot - 1] = displaced;
noteMoved(g);
noteMoved(displaced);
} else {
req.cares[i] = false;
}
}
// Phase 2: bag / bank -> paperdoll. The paperdoll occupant lands where
// the incoming item was. Anything the set still wanted worn was placed
// by phase 1, so a displacement here can't strand a set item.
for (int i = 0; i < SLOT_COUNT; ++i) {
const int targetSlot = i + 1;
const uint64_t g = guids[i];
if (!req.cares[i] || g == GUID_EMPTY ||
(sourceLoc[i] & (LOC_BAGS | LOC_BANK)) == 0)
continue;
int bagID = 0;
int slot = 0;
UnpackContainer(sourceLoc[i], &bagID, &slot);
const uint64_t displaced = virtualPaperdoll[targetSlot - 1];
if (Item::Swap::FromBag(Locations::ResolveItemByGUID(g), bagID, slot,
targetSlot)) {
virtualPaperdoll[targetSlot - 1] = g;
noteMoved(g);
noteMoved(displaced);
} else {
req.cares[i] = false;
}
}
// Phase 3: take off what the set wants empty. Runs last so an item
// phases 1/2 displaced into such a slot comes off too. No free bag slot
// is 4.3.4's bags-full result.
for (int i = 0; i < SLOT_COUNT; ++i) {
const int targetSlot = i + 1;
const uint64_t occupant = virtualPaperdoll[targetSlot - 1];
if (!req.cares[i] || guids[i] != GUID_EMPTY || occupant == 0)
continue;
if (nextFreeSlot >= freeSlotCount) {
req.bagsFull = true;
req.cares[i] = false;
continue;
}
const FreeSlot &fs = freeSlots[nextFreeSlot++];
if (Item::Swap::ToBag(Locations::ResolveItemByGUID(occupant), targetSlot,
fs.bag, fs.slot)) {
virtualPaperdoll[targetSlot - 1] = 0;
noteMoved(occupant);
} else {
req.cares[i] = false;
}
}
Pending::Begin(req);
Game::Lua::SetTop(L, 0);
Game::Lua::PushBoolean(L, 1);
return 1;
}
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_EquipmentSet", "CanUseEquipmentSets",
&Script_CanUseEquipmentSets);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "GetNumEquipmentSets",
&Script_GetNumEquipmentSets);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "GetEquipmentSetIDs",
&Script_GetEquipmentSetIDs);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "GetEquipmentSetID",
&Script_GetEquipmentSetID);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "GetEquipmentSetInfo",
&Script_GetEquipmentSetInfo);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "GetIgnoredSlots",
&Script_GetIgnoredSlots);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "GetItemIDs",
&Script_GetItemIDs);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "GetItemLocations",
&Script_GetItemLocations);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "CreateEquipmentSet",
&Script_CreateEquipmentSet);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "SaveEquipmentSet",
&Script_SaveEquipmentSet);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "ModifyEquipmentSet",
&Script_ModifyEquipmentSet);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "DeleteEquipmentSet",
&Script_DeleteEquipmentSet);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "IgnoreSlotForSave",
&Script_IgnoreSlotForSave);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "UnignoreSlotForSave",
&Script_UnignoreSlotForSave);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "IsSlotIgnoredForSave",
&Script_IsSlotIgnoredForSave);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "ClearIgnoredSlotsForSave",
&Script_ClearIgnoredSlotsForSave);
Game::Lua::RegisterTableFunction("C_EquipmentSet",
"EquipmentSetContainsLockedItems",
&Script_EquipmentSetContainsLockedItems);
Game::Lua::RegisterTableFunction("C_EquipmentSet", "UseEquipmentSet",
&Script_UseEquipmentSet);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace EquipmentSet::Api