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Data.cpp
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87 lines (76 loc) · 3.64 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 Lesser 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "Game.h"
#include "event/Custom.h"
#include "quest/Cache.h"
#include <cstdint>
namespace Quest::Data {
static constexpr const char *kQuestDataLoadResult = "QUEST_DATA_LOAD_RESULT";
static const Event::Custom::AutoReserve _reserveQuestDataLoadResult{kQuestDataLoadResult};
// Same `__stdcall(userData, success)` shape as `Item::Data::ItemLoadCallback`.
// The engine's invocation pattern at 0x00562EEB et al. is:
// mov ecx, [entry+0x18] ; userData (= arg4 we passed to _GetRecord)
// push 1 ; success (1/0)
// push ecx ; userData
// call [entry+0x08] ; this callback
// `ret 8` cleans both args. We encode the questID into `userData` at
// request time so the callback knows which quest completed.
static void __stdcall QuestLoadCallback(void *userData, int success) {
const int slot = Event::Custom::Lookup(kQuestDataLoadResult);
if (slot < 0)
return;
const auto questID =
static_cast<int>(reinterpret_cast<uintptr_t>(userData));
Event::Custom::Fire(slot, "%d%d", questID, static_cast<int>(success != 0));
}
static void RequestAndMaybeNotify(uint32_t questID) {
const bool wasCached = (Quest::Cache::Peek(questID) != nullptr);
void *userData = reinterpret_cast<void *>(static_cast<uintptr_t>(questID));
Quest::Cache::Lookup(questID, reinterpret_cast<void *>(&QuestLoadCallback), userData);
// Cache-hit-already-loaded path: engine returns the record without
// invoking our callback. Fire the event ourselves so addons get the
// notification regardless of cache state, matching modern semantics.
if (wasCached) {
const int slot = Event::Custom::Lookup(kQuestDataLoadResult);
if (slot >= 0)
Event::Custom::Fire(slot, "%d%d", static_cast<int>(questID), 1);
}
}
static int __fastcall Script_RequestLoadQuestByID(void *L) {
if (!Game::Lua::IsNumber(L, 1)) {
Game::Lua::Error(L, "Usage: C_QuestLog.RequestLoadQuestByID(questID)");
return 0;
}
const int questID = static_cast<int>(Game::Lua::ToNumber(L, 1));
if (questID <= 0)
return 0;
RequestAndMaybeNotify(static_cast<uint32_t>(questID));
return 0;
}
static int __fastcall Script_IsQuestDataCachedByID(void *L) {
const int questID =
Game::Lua::IsNumber(L, 1) ? static_cast<int>(Game::Lua::ToNumber(L, 1)) : 0;
const bool cached =
(questID > 0) && (Quest::Cache::Peek(static_cast<uint32_t>(questID)) != nullptr);
Game::Lua::PushBool(L, cached);
return 1;
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_QuestLog", "RequestLoadQuestByID",
&Script_RequestLoadQuestByID);
Game::Lua::RegisterTableFunction("C_QuestLog", "IsQuestDataCachedByID",
&Script_IsQuestDataCachedByID);
// Event name reserved at file scope via `AutoReserve`.
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Quest::Data