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synced 2026-03-23 07:40:14 +00:00
fix: escape newlines in macro cfg persistence; execute all macro lines
- Macro text is now escaped (\\n, \\\\) on save and unescaped on load, fixing multiline macros silently truncating after the first line in the character config file. - executeMacroText() runs every non-comment line of a macro body in sequence (WoW behaviour), replacing the firstMacroCommand() approach that only fired the first actionable line. The server still enforces one spell-cast per click; non-cast commands (target, equip, pet, etc.) now all execute correctly in the same macro activation.
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c676d99fc2
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3 changed files with 60 additions and 23 deletions
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@ -258,6 +258,7 @@ bool GameScreen::shouldShowMessage(const game::MessageChatData& msg, int tabInde
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// Forward declaration — defined near sendChatMessage below
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static std::string firstMacroCommand(const std::string& macroText);
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static std::vector<std::string> allMacroCommands(const std::string& macroText);
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void GameScreen::render(game::GameHandler& gameHandler) {
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// Set up chat bubble callback (once)
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@ -2843,12 +2844,7 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
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} else if (bar[slotIdx].type == game::ActionBarSlot::ITEM && bar[slotIdx].id != 0) {
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gameHandler.useItemById(bar[slotIdx].id);
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} else if (bar[slotIdx].type == game::ActionBarSlot::MACRO) {
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std::string cmd = firstMacroCommand(gameHandler.getMacroText(bar[slotIdx].id));
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if (!cmd.empty()) {
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strncpy(chatInputBuffer, cmd.c_str(), sizeof(chatInputBuffer) - 1);
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chatInputBuffer[sizeof(chatInputBuffer) - 1] = '\0';
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sendChatMessage(gameHandler);
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}
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executeMacroText(gameHandler, gameHandler.getMacroText(bar[slotIdx].id));
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}
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}
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}
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@ -5263,6 +5259,34 @@ static std::string firstMacroCommand(const std::string& macroText) {
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return {};
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}
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// Collect all non-comment, non-empty lines from a macro body.
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static std::vector<std::string> allMacroCommands(const std::string& macroText) {
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std::vector<std::string> cmds;
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size_t pos = 0;
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while (pos <= macroText.size()) {
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size_t nl = macroText.find('\n', pos);
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std::string line = (nl != std::string::npos) ? macroText.substr(pos, nl - pos) : macroText.substr(pos);
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if (!line.empty() && line.back() == '\r') line.pop_back();
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size_t start = line.find_first_not_of(" \t");
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if (start != std::string::npos) line = line.substr(start);
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if (!line.empty() && line.front() != '#')
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cmds.push_back(std::move(line));
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if (nl == std::string::npos) break;
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pos = nl + 1;
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}
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return cmds;
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}
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// Execute all non-comment lines of a macro body in sequence.
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// In WoW, every line executes per click; the server enforces spell-cast limits.
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void GameScreen::executeMacroText(game::GameHandler& gameHandler, const std::string& macroText) {
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for (const auto& cmd : allMacroCommands(macroText)) {
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strncpy(chatInputBuffer, cmd.c_str(), sizeof(chatInputBuffer) - 1);
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chatInputBuffer[sizeof(chatInputBuffer) - 1] = '\0';
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sendChatMessage(gameHandler);
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}
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}
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void GameScreen::sendChatMessage(game::GameHandler& gameHandler) {
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if (strlen(chatInputBuffer) > 0) {
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std::string input(chatInputBuffer);
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@ -7672,12 +7696,7 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
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} else if (slot.type == game::ActionBarSlot::ITEM && slot.id != 0) {
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gameHandler.useItemById(slot.id);
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} else if (slot.type == game::ActionBarSlot::MACRO) {
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std::string cmd = firstMacroCommand(gameHandler.getMacroText(slot.id));
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if (!cmd.empty()) {
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strncpy(chatInputBuffer, cmd.c_str(), sizeof(chatInputBuffer) - 1);
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chatInputBuffer[sizeof(chatInputBuffer) - 1] = '\0';
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sendChatMessage(gameHandler);
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}
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executeMacroText(gameHandler, gameHandler.getMacroText(slot.id));
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}
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}
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@ -7710,12 +7729,7 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
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ImGui::TextDisabled("Macro #%u", slot.id);
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ImGui::Separator();
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if (ImGui::MenuItem("Execute")) {
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std::string cmd = firstMacroCommand(gameHandler.getMacroText(slot.id));
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if (!cmd.empty()) {
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strncpy(chatInputBuffer, cmd.c_str(), sizeof(chatInputBuffer) - 1);
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chatInputBuffer[sizeof(chatInputBuffer) - 1] = '\0';
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sendChatMessage(gameHandler);
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}
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executeMacroText(gameHandler, gameHandler.getMacroText(slot.id));
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}
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if (ImGui::MenuItem("Edit")) {
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const std::string& txt = gameHandler.getMacroText(slot.id);
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