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222 lines (198 loc) · 9.15 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 "item/CGItem.h"
#include "item/Location.h"
#include <cstdint>
namespace Item::WeaponEnchant {
namespace {
constexpr int INVSLOT_MAINHAND = 16;
constexpr int INVSLOT_OFFHAND = 17;
constexpr int INVSLOT_RANGED = 18;
struct EnchantInfo {
bool has;
bool hasExpiration;
uint32_t expirationMs;
uint32_t charges;
uint32_t enchantID;
};
// Reads the temporary-enchant slot of `cgItem`. `has` is true iff the
// slot holds an enchant id — the engine's own gate (1.12's
// `Script_GetWeaponEnchantInfo` and 4.3.4's both test the id alone). The
// time left comes from the item's expiry clock, which the enchant time
// update sets and which counts down between server updates; the
// descriptor duration field only gates it (0 → no time), exactly as the
// engine reads it. Returns
// a zeroed struct for an empty slot, a missing item, or a missing
// descriptor, so every caller can report "no enchant" uniformly.
//
// The slot layout lives in `Offsets.h` (`OFF_DESCRIPTOR_ENCHANTMENT_*`)
// — the same block `spell/BonusDamage.cpp` walks for enchant-granted
// spell power.
EnchantInfo ReadTempEnchant(const uint8_t *cgItem) {
EnchantInfo r{false, false, 0, 0, 0};
if (cgItem == nullptr)
return r;
const uint8_t *desc = Item::ObjectFields(cgItem);
if (desc == nullptr)
return r;
constexpr uintptr_t kSlot =
Offsets::OFF_DESCRIPTOR_ENCHANTMENT_ID +
Offsets::DESCRIPTOR_ENCHANTMENT_SLOT_TEMPORARY *
Offsets::DESCRIPTOR_ENCHANTMENT_SLOT_STRIDE;
r.enchantID = Game::Read<uint32_t>(desc, kSlot);
if (r.enchantID == 0)
return r;
r.has = true;
r.charges = Game::Read<uint32_t>(
desc, kSlot + Offsets::DESCRIPTOR_ENCHANTMENT_CHARGES_DELTA);
if (Game::Read<uint32_t>(
desc, kSlot + Offsets::DESCRIPTOR_ENCHANTMENT_DURATION_DELTA) != 0) {
r.hasExpiration = true;
using TimeLeft_t = uint32_t(__fastcall *)(const uint8_t *item, void *edx, int slot);
r.expirationMs = reinterpret_cast<TimeLeft_t>(
static_cast<uintptr_t>(Offsets::FUN_ITEM_ENCHANTMENT_TIME_LEFT))(
cgItem, nullptr, Offsets::DESCRIPTOR_ENCHANTMENT_SLOT_TEMPORARY);
}
return r;
}
EnchantInfo ReadEquippedTempEnchant(int paperdollSlot) {
return ReadTempEnchant(Item::Location::ResolveEquipmentSlot(paperdollSlot));
}
// `C_Item.GetWeaponEnchantInfo()` — modern 12-tuple. Vanilla 1.12's
// global `GetWeaponEnchantInfo` returns 8 values without enchant
// IDs; this returns the modern signature for each weapon slot:
//
// 1. hasMainHandEnchant (bool)
// 2. mainHandExpiration (ms remaining)
// 3. mainHandCharges (int)
// 4. mainHandEnchantID (int — 0 if no temp enchant)
// 5. hasOffHandEnchant
// 6. offHandExpiration
// 7. offHandCharges
// 8. offHandEnchantID
// 9. hasRangedEnchant
// 10. rangedExpiration
// 11. rangedCharges
// 12. rangedEnchantID
//
// Reads from CGItem descriptor +0x4C (the TEMPORARY enchantment
// slot — slot 1 in the ITEM_FIELD_ENCHANTMENT 7-slot array at
// +0x40). The PERMANENT enchant (Crusader, Mongoose, etc.) lives
// in slot 0 at +0x40 and isn't reported here — modern's
// `GetWeaponEnchantInfo` is specifically about the timed
// temp-enchant data, which is what this function returns.
int __fastcall Script_C_Item_GetWeaponEnchantInfo(void *L) {
const EnchantInfo main = ReadEquippedTempEnchant(INVSLOT_MAINHAND);
const EnchantInfo off = ReadEquippedTempEnchant(INVSLOT_OFFHAND);
const EnchantInfo ranged = ReadEquippedTempEnchant(INVSLOT_RANGED);
Game::Lua::PushBool(L, main.has);
Game::Lua::PushNumber(L, static_cast<double>(main.expirationMs));
Game::Lua::PushNumber(L, static_cast<double>(main.charges));
Game::Lua::PushNumber(L, static_cast<double>(main.enchantID));
Game::Lua::PushBool(L, off.has);
Game::Lua::PushNumber(L, static_cast<double>(off.expirationMs));
Game::Lua::PushNumber(L, static_cast<double>(off.charges));
Game::Lua::PushNumber(L, static_cast<double>(off.enchantID));
Game::Lua::PushBool(L, ranged.has);
Game::Lua::PushNumber(L, static_cast<double>(ranged.expirationMs));
Game::Lua::PushNumber(L, static_cast<double>(ranged.charges));
Game::Lua::PushNumber(L, static_cast<double>(ranged.enchantID));
return 12;
}
// `C_Item.GetItemTempEnchantInfo(itemLocation)` — the same temporary
// enchant `GetWeaponEnchantInfo` reports, for ANY item the player owns
// rather than only the three equipped weapon slots:
//
// 1. hasEnchant (bool)
// 2. expirationMs (ms remaining)
// 3. charges (int)
// 4. enchantID (int — 0 if no temp enchant)
//
// Same 4-tuple `GetWeaponEnchantInfo` returns per slot, so the two
// compose, and `enchantID` feeds `C_Item.GetEnchantInfo`.
//
// A rogue's poisoned weapon keeps its temp enchant while it sits in a
// bag, and the equipped-slot getters cannot see it there. Accepts every
// location form the rest of the `C_Item` location family does (table or
// GUID string) via `Item::Location::Resolve`.
//
// An unresolvable location reports "no enchant" rather than raising or
// returning nothing, matching what an empty equipped slot reports.
int __fastcall Script_C_Item_GetItemTempEnchantInfo(void *L) {
if (!Item::Location::IsLocationArg(L, 1)) {
Game::Lua::Error(L, "Usage: C_Item.GetItemTempEnchantInfo(itemLocation)");
return 0;
}
const EnchantInfo e = ReadTempEnchant(Item::Location::Resolve(L, 1));
Game::Lua::PushBool(L, e.has);
Game::Lua::PushNumber(L, static_cast<double>(e.expirationMs));
Game::Lua::PushNumber(L, static_cast<double>(e.charges));
Game::Lua::PushNumber(L, static_cast<double>(e.enchantID));
return 4;
}
// `C_PaperDollInfo.GetTemporaryEnchantmentInfo(slot)` — retail's per-slot
// temporary enchant, the one its deprecated `GetWeaponEnchantInfo` is now
// built from. `slot` is an equipment slot (INVSLOT_*). Returns a
// `TemporaryItemEnchantInfo` table, or nothing when the slot has no
// temporary enchant (or no item, or is not an equipment slot).
// `hasExpirationTime` is the descriptor duration gate `ReadTempEnchant`
// reads; without it `remainingTimeMs` is 0.
const Game::Doc::Field kTemporaryItemEnchantInfoFields[] = {
Game::Doc::Req("enchantID", "number"),
Game::Doc::Req("remainingTimeMs", "number"),
Game::Doc::Req("chargesRemaining", "number"),
Game::Doc::Req("hasExpirationTime", "bool"),
};
const Game::Doc::Structure kTemporaryItemEnchantInfo{
"TemporaryItemEnchantInfo", "PaperDollInfo", kTemporaryItemEnchantInfoFields};
const Game::Doc::Field kGetTemporaryEnchantmentInfoArgs[] = {
Game::Doc::Req("slot", "number", "An INVSLOT_ constant."),
};
const Game::Doc::Field kGetTemporaryEnchantmentInfoRets[] = {
Game::Doc::Req("enchantInfo", "TemporaryItemEnchantInfo"),
};
const Game::Doc::Function kGetTemporaryEnchantmentInfo{
"Returns the temporary enchantment on an equipped item, or nothing if there is none.",
kGetTemporaryEnchantmentInfoArgs, kGetTemporaryEnchantmentInfoRets};
int __fastcall Script_GetTemporaryEnchantmentInfo(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: C_PaperDollInfo.GetTemporaryEnchantmentInfo(slot)");
return 0;
}
const int slot = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (slot < Offsets::EQUIPMENT_SLOT_FIRST || slot > Offsets::EQUIPMENT_SLOT_LAST)
return 0;
const EnchantInfo e = ReadEquippedTempEnchant(slot);
if (!e.has)
return 0;
Game::Lua::NewTable(L);
Game::Lua::SetFieldNumber(L, "enchantID", static_cast<double>(e.enchantID));
Game::Lua::SetFieldNumber(L, "remainingTimeMs", static_cast<double>(e.expirationMs));
Game::Lua::SetFieldNumber(L, "chargesRemaining", static_cast<double>(e.charges));
Game::Lua::SetFieldBool(L, "hasExpirationTime", e.hasExpiration);
return 1;
}
void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Item", "GetWeaponEnchantInfo",
&Script_C_Item_GetWeaponEnchantInfo);
Game::Lua::RegisterTableFunction("C_Item", "GetItemTempEnchantInfo",
&Script_C_Item_GetItemTempEnchantInfo);
Game::Lua::RegisterTableFunction("C_PaperDollInfo", "GetTemporaryEnchantmentInfo",
&Script_GetTemporaryEnchantmentInfo,
&kGetTemporaryEnchantmentInfo);
}
const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace
} // namespace Item::WeaponEnchant