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Copy pathLocation.cpp
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417 lines (369 loc) · 14.8 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 "Location.h"
#include "../Game.h"
#include "../Offsets.h"
#include "../guid/Guid.h"
#include "../object/Resolve.h"
#include "../unit/Identity.h"
#include "Arg.h"
#include "CGItem.h"
#include "ID.h"
#include "Link.h"
#include "Record.h"
#include <cstring>
namespace Item::Location {
namespace {
using GetItemBySlot_t = void *(__thiscall *)(void *thisInvMgr, int slot);
using PackBagSlot_t = int(__fastcall *)(void *L, void **outInvMgr, int *outLinearSlot,
int *outUnused);
// Reads `loc.fieldName` and returns it as an int. Returns false via the
// boolean result if the field is missing or non-numeric. Always leaves the
// Lua stack as it found it.
bool TryReadIntField(void *L, int locIdx, const char *fieldName, int *out) {
Game::Lua::PushString(L, fieldName);
Game::Lua::GetTable(L, locIdx); // pops key, pushes value
const bool ok = Game::Lua::IsNumber(L, -1);
if (ok)
*out = static_cast<int>(Game::Lua::ToNumber(L, -1));
Game::Lua::SetTop(L, -2); // pop value (or nil)
return ok;
}
const uint8_t *ResolveBagSlot(void *L, int bagID, int slotIndex) {
BagSlotDetail d;
if (!ResolveBagSlotDetail(L, bagID, slotIndex, &d))
return nullptr;
return d.item;
}
// --- GUID-walk helpers ---------------------------------------------------
uint64_t ReadCGItemGUID(const uint8_t *item) {
auto *instance = Item::InstanceBlock(item);
if (instance == nullptr)
return 0;
return *reinterpret_cast<const uint64_t *>(
instance + Offsets::OFF_INSTANCE_BLOCK_GUID);
}
} // namespace
const uint8_t *ResolveEquipmentSlot(int slot1Based) {
void *invMgr = const_cast<uint8_t *>(Unit::Identity::PlayerInventoryManager());
if (invMgr == nullptr)
return nullptr;
// GetItemBySlot expects 0-based linearized slot indices. The built-in
// Lua functions all do `dec eax` on the slot argument before calling —
// see helper at 0x004C8520.
auto GetItemBySlot = reinterpret_cast<GetItemBySlot_t>(
Offsets::FUN_ITEMMGR_GET_ITEM_BY_SLOT);
return static_cast<const uint8_t *>(GetItemBySlot(invMgr, slot1Based - 1));
}
void *ContainerInventory(const uint8_t *container) {
if (container == nullptr)
return nullptr;
auto *vtable = *reinterpret_cast<const uint8_t *const *>(container);
using GetInventory_t = void *(__thiscall *)(void *container);
auto getInventory = *reinterpret_cast<const GetInventory_t *>(
vtable + Offsets::OFF_CONTAINER_GET_INVENTORY);
return getInventory(const_cast<uint8_t *>(container));
}
void *EquippedBagInventory(int bagID) {
if (bagID < 1 || bagID > 4)
return nullptr;
using GetBagGuid_t = uint64_t(__fastcall *)(uint32_t bagIndex0);
auto getBagGuid =
reinterpret_cast<GetBagGuid_t>(Offsets::FUN_GET_EQUIPPED_BAG_GUID);
const uint64_t bagGuid = getBagGuid(static_cast<uint32_t>(bagID - 1));
if (bagGuid == 0)
return nullptr; // no bag equipped in that slot
auto *container = static_cast<const uint8_t *>(
Object::ByGuid(Offsets::TYPEMASK_CONTAINER, bagGuid, "ItemMgr", 0x172));
return ContainerInventory(container);
}
// Mirrors `Item::Bag::ResolveBagInfo`'s slot-count derivation: backpack
// is fixed at 16, equipped bags read `m_containerSlots` off the cache
// record. Returns 0 for empty bag slots or out-of-range bagIDs.
int GetBagSlotCount(int bagID) {
if (bagID == 0)
return Offsets::BACKPACK_NUM_SLOTS;
if (bagID < 1 || bagID > 4)
return 0;
auto *bagItem = ResolveEquipmentSlot(Offsets::INVSLOT_BAG1 + bagID - 1);
if (bagItem == nullptr)
return 0;
const int bagItemID = Item::ID::FromCGItem(bagItem);
if (bagItemID == 0)
return 0;
auto *record = Item::PeekRecord(static_cast<uint32_t>(bagItemID));
if (record == nullptr)
return 0;
return static_cast<int>(*reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_CONTAINER_SLOTS));
}
bool ResolveBagSlotDetail(void *L, int bagID, int slotIndex, BagSlotDetail *out) {
// PackBagSlot reads bagID/slotIndex from Lua stack[1] and stack[2] (it's
// designed to be called from a Lua-callback context like
// Script_GetContainerItemInfo). Replace the stack so positions 1 and 2
// hold the raw values for PackBagSlot's internal lua_tonumber reads.
Game::Lua::SetTop(L, 0);
Game::Lua::PushNumber(L, static_cast<double>(bagID));
Game::Lua::PushNumber(L, static_cast<double>(slotIndex));
void *container = nullptr;
int linearSlot = 0;
int unused = 0;
auto PackBagSlot = reinterpret_cast<PackBagSlot_t>(Offsets::FUN_PACK_BAG_SLOT);
if (!PackBagSlot(L, &container, &linearSlot, &unused) || container == nullptr)
return false;
auto GetItemBySlot = reinterpret_cast<GetItemBySlot_t>(
Offsets::FUN_ITEMMGR_GET_ITEM_BY_SLOT);
out->container = static_cast<const uint8_t *>(container);
out->linearSlot = linearSlot;
out->item = static_cast<const uint8_t *>(GetItemBySlot(container, linearSlot));
return true;
}
const uint8_t *ResolveBag(void *L, int bagID, int slotIndex) {
return ResolveBagSlot(L, bagID, slotIndex);
}
bool ParseGUIDString(const char *s, uint64_t *out) {
return Guid::Parse(s, out);
}
const uint8_t *ResolveByGUID(uint64_t guid) {
if (guid == 0)
return nullptr;
return static_cast<const uint8_t *>(
Object::ByGuid(Offsets::TYPEMASK_ITEM, guid, "ItemMgr", 0x172));
}
bool FindByItemID(void *L, int itemID, ByGUIDResult *out) {
if (itemID <= 0)
return false;
Item::Arg::Resolved arg{};
arg.itemID = itemID;
arg.name = nullptr;
return FindByArg(L, arg, out);
}
bool MatchesArg(const uint8_t *cgItem, const Item::Arg::Resolved &arg) {
const int id = Item::ID::FromCGItem(cgItem);
if (id == 0)
return false;
if (arg.itemID > 0)
return id == arg.itemID;
if (arg.name == nullptr)
return false;
// Compare against the item's *decorated* display name (random suffix
// included) — modern IsEquippedItem / find-by-name match the full name
// only ("Foo of the Owl", not the base "Foo"; verified on the modern
// client). NameFromCGItem falls back to the base name for unsuffixed
// items, so plain items still match; uncached/unnameable → no match.
char name[128];
if (!Item::Link::NameFromCGItem(cgItem, name, sizeof(name)))
return false;
return _stricmp(name, arg.name) == 0;
}
bool FindByArgInBags(void *L, const Item::Arg::Resolved &arg, ByGUIDResult *out) {
if (arg.itemID <= 0 && arg.name == nullptr)
return false;
for (int bagID = 0; bagID <= 4; ++bagID) {
const int slotCount = GetBagSlotCount(bagID);
for (int slotIndex = 1; slotIndex <= slotCount; ++slotIndex) {
auto *item = ResolveBag(L, bagID, slotIndex);
if (item == nullptr)
continue;
if (!MatchesArg(item, arg))
continue;
out->equipmentSlotIndex = 0;
out->bagID = bagID;
out->slotIndex = slotIndex;
out->item = item;
return true;
}
}
return false;
}
bool FindByArg(void *L, const Item::Arg::Resolved &arg, ByGUIDResult *out) {
if (arg.itemID <= 0 && arg.name == nullptr)
return false;
// Equipment slots first (no Lua stack interaction, cheaper), matching
// `FindByItemID`'s equipment-before-bags order; then fall through to the
// bag walk. Both compare with the shared `MatchesArg` predicate.
for (int slot = Offsets::EQUIPMENT_SLOT_FIRST;
slot <= Offsets::EQUIPMENT_SLOT_LAST; ++slot) {
auto *item = ResolveEquipmentSlot(slot);
if (item != nullptr && MatchesArg(item, arg)) {
out->equipmentSlotIndex = slot;
out->bagID = 0;
out->slotIndex = 0;
out->item = item;
return true;
}
}
return FindByArgInBags(L, arg, out);
}
const uint8_t *ResolveBagSlotNoLua(int bagID, int slotIndex) {
if (slotIndex < 1)
return nullptr;
auto GetItemBySlot = reinterpret_cast<GetItemBySlot_t>(
Offsets::FUN_ITEMMGR_GET_ITEM_BY_SLOT);
if (bagID == 0) {
if (slotIndex > Offsets::BACKPACK_NUM_SLOTS)
return nullptr;
void *invMgr = const_cast<uint8_t *>(Unit::Identity::PlayerInventoryManager());
if (invMgr == nullptr)
return nullptr;
return static_cast<const uint8_t *>(
GetItemBySlot(invMgr, Offsets::BACKPACK_LINEAR_BASE + slotIndex - 1));
}
void *bagInv = EquippedBagInventory(bagID);
if (bagInv == nullptr)
return nullptr;
const int slotCount = static_cast<int>(*reinterpret_cast<const uint32_t *>(bagInv));
if (slotIndex > slotCount)
return nullptr;
return static_cast<const uint8_t *>(GetItemBySlot(bagInv, slotIndex - 1));
}
bool FindByArgNoLua(const Item::Arg::Resolved &arg, ByGUIDResult *out) {
if (arg.itemID <= 0 && arg.name == nullptr)
return false;
for (int slot = Offsets::EQUIPMENT_SLOT_FIRST;
slot <= Offsets::EQUIPMENT_SLOT_LAST; ++slot) {
auto *item = ResolveEquipmentSlot(slot);
if (item != nullptr && MatchesArg(item, arg)) {
out->equipmentSlotIndex = slot;
out->bagID = 0;
out->slotIndex = 0;
out->item = item;
return true;
}
}
for (int bagID = 0; bagID <= 4; ++bagID) {
const int slotCount = GetBagSlotCount(bagID);
for (int slotIndex = 1; slotIndex <= slotCount; ++slotIndex) {
auto *item = ResolveBagSlotNoLua(bagID, slotIndex);
if (item == nullptr || !MatchesArg(item, arg))
continue;
out->equipmentSlotIndex = 0;
out->bagID = bagID;
out->slotIndex = slotIndex;
out->item = item;
return true;
}
}
return false;
}
bool FindByGUID(void *L, uint64_t guid, ByGUIDResult *out) {
if (guid == 0)
return false;
// Equipment slots first — no Lua stack interaction, so cheaper.
for (int slot = Offsets::EQUIPMENT_SLOT_FIRST;
slot <= Offsets::EQUIPMENT_SLOT_LAST; ++slot) {
auto *item = ResolveEquipmentSlot(slot);
if (item == nullptr)
continue;
if (ReadCGItemGUID(item) == guid) {
out->equipmentSlotIndex = slot;
out->bagID = 0;
out->slotIndex = 0;
out->item = item;
return true;
}
}
// Bag slots — `ResolveBag` stomps the Lua stack on each call. Caller
// beware: any data the caller stashed on the stack will be gone after
// this returns true.
for (int bagID = 0; bagID <= 4; ++bagID) {
const int slotCount = GetBagSlotCount(bagID);
for (int slotIndex = 1; slotIndex <= slotCount; ++slotIndex) {
auto *item = ResolveBag(L, bagID, slotIndex);
if (item == nullptr)
continue;
if (ReadCGItemGUID(item) == guid) {
out->equipmentSlotIndex = 0;
out->bagID = bagID;
out->slotIndex = slotIndex;
out->item = item;
return true;
}
}
}
return false;
}
bool IsLocationArg(void *L, int idx) {
const int t = Game::Lua::Type(L, idx);
return t == Game::Lua::TYPE_TABLE || t == Game::Lua::TYPE_STRING;
}
// The location forms, reporting WHERE the item is as well as which one.
// `Resolve` is this minus the coordinates; the argument resolvers below add
// the item-reference forms on top.
static bool ResolveLocationDetail(void *L, int locIdx, ByGUIDResult *out) {
*out = ByGUIDResult{};
const int t = Game::Lua::Type(L, locIdx);
if (t == Game::Lua::TYPE_STRING) {
uint64_t guid = 0;
if (!ParseGUIDString(Game::Lua::ToString(L, locIdx), &guid))
return false;
if (!FindByGUID(L, guid, out)) {
*out = ByGUIDResult{}; // a miss may have written into it
return false;
}
return true;
}
if (t != Game::Lua::TYPE_TABLE)
return false;
int eqSlot = 0;
if (TryReadIntField(L, locIdx, "equipmentSlotIndex", &eqSlot)) {
out->equipmentSlotIndex = eqSlot;
out->item = ResolveEquipmentSlot(eqSlot);
return out->item != nullptr;
}
int bagID = 0, slotIndex = 0;
if (TryReadIntField(L, locIdx, "bagID", &bagID) &&
TryReadIntField(L, locIdx, "slotIndex", &slotIndex)) {
out->bagID = bagID;
out->slotIndex = slotIndex;
out->item = ResolveBagSlot(L, bagID, slotIndex);
return out->item != nullptr;
}
return false;
}
const uint8_t *Resolve(void *L, int locIdx) {
ByGUIDResult found;
return ResolveLocationDetail(L, locIdx, &found) ? found.item : nullptr;
}
bool FindItemArgOrLocation(void *L, int idx, ByGUIDResult *out) {
*out = ByGUIDResult{};
const int t = Game::Lua::Type(L, idx);
// A table is only ever a location, and so is a string that parses as an
// item GUID — a strict `0x` + 16 hex digits, which no item link or item
// name can look like. Decide from the argument alone, and commit: a
// location resolve STOMPS the Lua stack (`PackBagSlot` overwrites the
// first stack slots with its own arguments), so falling back to the
// reference forms after one has run would re-read the argument as
// whatever it left behind — a bag index read as an itemID, which names
// an unrelated item.
if (t == Game::Lua::TYPE_TABLE)
return ResolveLocationDetail(L, idx, out);
if (t == Game::Lua::TYPE_STRING) {
uint64_t guid = 0;
if (ParseGUIDString(Game::Lua::ToString(L, idx), &guid)) {
if (FindByGUID(L, guid, out))
return true;
*out = ByGUIDResult{}; // a miss may have written into it
return false;
}
}
const Item::Arg::Resolved arg = Item::Arg::Resolve(L, idx);
if (arg.itemID <= 0 && arg.name == nullptr)
return false;
return FindByArgInBags(L, arg, out);
}
const uint8_t *ResolveItemArgOrLocation(void *L, int idx) {
ByGUIDResult found;
return FindItemArgOrLocation(L, idx, &found) ? found.item : nullptr;
}
} // namespace Item::Location