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IsCurrent.cpp
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78 lines (64 loc) · 2.77 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.
// `C_Spell.IsCurrentSpell(spellIdentifier)` — true if the spell is
// currently being cast, queued mid-GCD, or channeled.
//
// Vanilla maintains three slots we have to check:
// - `VAR_CURRENT_CAST_SPELL` (`DAT_00CECA88`): the cast-bar spell.
// - `VAR_QUEUED_CAST_SPELL` (`DAT_00CECAA8`): the spell that got
// pushed aside mid-GCD when a new cast superseded it; restored
// to current when the new cast ends.
// - `OFF_UNIT_FIELD_CHANNEL_SPELL` on the player descriptor:
// channels (Fishing, Drain Soul, Ritual of Summoning, etc.).
//
// Modern `IsCurrentSpell` is "is this spell on the cast bar / next
// up", and vanilla splits that state across these three slots —
// covering all three matches the documented modern semantics.
#include "Arg.h"
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
namespace Spell::IsCurrent {
namespace {
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
int ReadGlobalSpellID(uintptr_t addr) {
return *reinterpret_cast<const int *>(addr);
}
int ReadPlayerChannelSpell() {
auto resolve = reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
auto *player = static_cast<const uint8_t *>(resolve("player"));
if (player == nullptr)
return 0;
auto *desc = *reinterpret_cast<const uint8_t *const *>(
player + Offsets::OFF_UNIT_DESCRIPTOR);
if (desc == nullptr)
return 0;
return *reinterpret_cast<const int *>(
desc + Offsets::OFF_UNIT_FIELD_CHANNEL_SPELL);
}
int __fastcall Script_IsCurrentSpell(void *L) {
const int target = Spell::Arg::ResolveSpellID(L, 1);
if (target <= 0) {
Game::Lua::PushBool(L, false);
return 1;
}
const bool match = ReadGlobalSpellID(Offsets::VAR_CURRENT_CAST_SPELL) == target ||
ReadGlobalSpellID(Offsets::VAR_QUEUED_CAST_SPELL) == target ||
ReadPlayerChannelSpell() == target;
Game::Lua::PushBool(L, match);
return 1;
}
} // namespace
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_Spell", "IsCurrentSpell",
&Script_IsCurrentSpell);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Spell::IsCurrent