feat: resolve item icon paths from ItemDisplayInfo.dbc for Lua API

Add ItemIconPathResolver that lazily loads ItemDisplayInfo.dbc to map
displayInfoId → icon texture path. This fixes three Lua API functions
that previously returned nil for item icons:

- GetItemInfo() field 10 (texture) now returns the icon path
- GetActionTexture() for item-type action bar slots now returns icons
- GetLootSlotInfo() field 1 (texture) now returns proper item icons
  instead of incorrectly using the spell icon resolver

Follows the same lazy-loading pattern as SpellIconPathResolver. The DBC
is loaded once on first query and cached for all subsequent lookups.
This commit is contained in:
Kelsi 2026-03-21 02:53:07 -07:00
parent e21f808714
commit 7105672f06
3 changed files with 54 additions and 6 deletions

View file

@ -766,7 +766,14 @@ static int lua_GetItemInfo(lua_State* L) {
lua_pushstring(L, ""); // 7: subclass
lua_pushnumber(L, info->maxStack > 0 ? info->maxStack : 1); // 8: maxStack
lua_pushstring(L, ""); // 9: equipSlot
lua_pushnil(L); // 10: texture (icon path — no ItemDisplayInfo icon resolver yet)
// 10: texture (icon path from ItemDisplayInfo.dbc)
if (info->displayInfoId != 0) {
std::string iconPath = gh->getItemIconPath(info->displayInfoId);
if (!iconPath.empty()) lua_pushstring(L, iconPath.c_str());
else lua_pushnil(L);
} else {
lua_pushnil(L);
}
lua_pushnumber(L, info->sellPrice); // 11: vendorPrice
return 11;
}
@ -1393,11 +1400,10 @@ static int lua_GetLootSlotInfo(lua_State* L) {
const auto& item = loot.items[slot - 1];
const auto* info = gh->getItemInfo(item.itemId);
// texture (icon path — nil if not available)
// texture (icon path from ItemDisplayInfo.dbc)
std::string icon;
if (info) {
// Try spell icon resolver as fallback for item icon
icon = gh->getSpellIconPath(item.itemId);
if (info && info->displayInfoId != 0) {
icon = gh->getItemIconPath(info->displayInfoId);
}
if (!icon.empty()) lua_pushstring(L, icon.c_str());
else lua_pushnil(L);
@ -1883,8 +1889,16 @@ static int lua_GetActionTexture(lua_State* L) {
lua_pushstring(L, icon.c_str());
return 1;
}
} else if (action.type == game::ActionBarSlot::ITEM && action.id != 0) {
const auto* info = gh->getItemInfo(action.id);
if (info && info->displayInfoId != 0) {
std::string icon = gh->getItemIconPath(info->displayInfoId);
if (!icon.empty()) {
lua_pushstring(L, icon.c_str());
return 1;
}
}
}
// For items we don't have icon resolution yet (needs ItemDisplayInfo DBC)
lua_pushnil(L);
return 1;
}