diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index fdf2f3d2..bef79214 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -1512,6 +1512,54 @@ void GameScreen::renderChatWindow(game::GameHandler& gameHandler) { ImGui::TextColored(green, "+%d %s", es.statValue, nm); } } + // Gem sockets (WotLK only — socketColor != 0 means socket present) + // socketColor bitmask: 1=Meta, 2=Red, 4=Yellow, 8=Blue + { + static const struct { uint32_t mask; const char* label; ImVec4 col; } kSocketTypes[] = { + { 1, "Meta Socket", { 0.7f, 0.7f, 0.9f, 1.0f } }, + { 2, "Red Socket", { 1.0f, 0.3f, 0.3f, 1.0f } }, + { 4, "Yellow Socket", { 1.0f, 0.9f, 0.3f, 1.0f } }, + { 8, "Blue Socket", { 0.3f, 0.6f, 1.0f, 1.0f } }, + }; + bool hasSocket = false; + for (int s = 0; s < 3; ++s) { + if (info->socketColor[s] == 0) continue; + if (!hasSocket) { ImGui::Spacing(); hasSocket = true; } + for (const auto& st : kSocketTypes) { + if (info->socketColor[s] & st.mask) { + ImGui::TextColored(st.col, "%s", st.label); + break; + } + } + } + if (hasSocket && info->socketBonus != 0) { + // Socket bonus ID maps to SpellItemEnchantment.dbc — lazy-load names + static std::unordered_map s_enchantNames; + static bool s_enchantNamesLoaded = false; + if (!s_enchantNamesLoaded && assetMgr) { + s_enchantNamesLoaded = true; + auto dbc = assetMgr->loadDBC("SpellItemEnchantment.dbc"); + if (dbc && dbc->isLoaded()) { + const auto* lay = pipeline::getActiveDBCLayout() + ? pipeline::getActiveDBCLayout()->getLayout("SpellItemEnchantment") : nullptr; + uint32_t nameField = lay ? lay->field("Name") : 8u; + if (nameField == 0xFFFFFFFF) nameField = 8; + uint32_t fc = dbc->getFieldCount(); + for (uint32_t r = 0; r < dbc->getRecordCount(); ++r) { + uint32_t eid = dbc->getUInt32(r, 0); + if (eid == 0 || nameField >= fc) continue; + std::string ename = dbc->getString(r, nameField); + if (!ename.empty()) s_enchantNames[eid] = std::move(ename); + } + } + } + auto enchIt = s_enchantNames.find(info->socketBonus); + if (enchIt != s_enchantNames.end()) + ImGui::TextColored(ImVec4(0.5f, 0.8f, 0.5f, 1.0f), "Socket Bonus: %s", enchIt->second.c_str()); + else + ImGui::TextColored(ImVec4(0.5f, 0.8f, 0.5f, 1.0f), "Socket Bonus: (id %u)", info->socketBonus); + } + } // Item spell effects (Use / Equip / Chance on Hit / Teaches) for (const auto& sp : info->spells) { if (sp.spellId == 0) continue;