Implement GetNumSpellTabs, GetSpellTabInfo, GetSpellBookItemInfo, and
GetSpellBookItemName — the core functions SpellBookFrame.lua needs to
organize known spells into class skill line tabs.
Tabs are built lazily from knownSpells grouped by SkillLineAbility.dbc
mappings (category 7 = class). A "General" tab collects spells not in
any class skill line. Tabs auto-rebuild when the spell count changes.
Also adds SpellBookTab struct and getSpellBookTabs() to GameHandler.
Implement the quest tracking functions needed by WatchFrame.lua:
- SelectQuestLogEntry/GetQuestLogSelection — quest log selection state
- GetNumQuestWatches — count of tracked quests
- GetQuestIndexForWatch(watchIdx) — map Nth watched quest to log index
- AddQuestWatch/RemoveQuestWatch — toggle quest tracking by log index
- IsQuestWatched — check if a quest log entry is tracked
- GetQuestLink — generate colored quest link string
Backed by existing trackedQuestIds_ set and questLog_ vector.
Adds selectedQuestLogIndex_ state to GameHandler for quest selection.
Expose cast/channel state to Lua addons via UnitCastingInfo(unit) and
UnitChannelInfo(unit), matching the WoW API signature (name, text, texture,
startTime, endTime, isTradeSkill, castID, notInterruptible). Works for
player, target, focus, and pet units using existing UnitCastState tracking.
Also fix handleCastFailed (SMSG_CAST_FAILED, Classic/TBC path) to fire
UNIT_SPELLCAST_FAILED and UNIT_SPELLCAST_STOP events — previously only
the WotLK SMSG_CAST_RESULT path fired these, leaving Classic/TBC addons
unaware of cast failures.
Adds isChannel field to UnitCastState and getCastTimeTotal() accessor.
Fire BARBER_SHOP_OPEN when the barber shop UI is enabled
(SMSG_ENABLE_BARBER_SHOP). Fire BARBER_SHOP_CLOSE when the barber
shop completes or is dismissed. Used by UI customization addons.
Extend SpellDataInfo with manaCost and powerType fields, extracted from
Spell.dbc ManaCost and PowerType columns. This enables IsUsableSpell()
to properly check if the player has enough mana/rage/energy to cast.
Previously IsUsableSpell always returned notEnoughMana=false since cost
data wasn't available. Now it compares the spell's DBC mana cost against
the player's current power, returning accurate usability and mana state.
This fixes action bar addons showing abilities as usable when the player
lacks sufficient power, and enables OmniCC-style cooldown text to
properly dim insufficient-power abilities.
Add SpellDataResolver that lazily loads Spell.dbc, SpellCastTimes.dbc,
and SpellRange.dbc to provide cast time and range data. GetSpellInfo()
now returns real castTime (ms), minRange, and maxRange instead of
hardcoded 0 values.
This enables spell tooltip addons, cast bar addons (Quartz), and range
check addons to display accurate spell information. The DBC chain is:
Spell.dbc[CastingTimeIndex] → SpellCastTimes.dbc[Base ms]
Spell.dbc[RangeIndex] → SpellRange.dbc[MinRange, MaxRange]
Follows the same lazy-loading pattern as SpellIconPathResolver and
ItemIconPathResolver.
Add playerClassRaceCache_ that stores classId and raceId from
SMSG_NAME_QUERY_RESPONSE. This enables UnitClass and UnitRace to return
correct data for players who were previously seen but are now out of
UPDATE_OBJECT range.
Fallback chain for UnitClass/UnitRace is now:
1. Entity update fields (UNIT_FIELD_BYTES_0) — for nearby entities
2. Name query cache — for previously queried players
3. getPlayerClass/Race() — for the local player
This improves class-colored names in chat, unit frames, and nameplates
for players who move out of view range.
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.
Add "mouseover" as a valid unit ID in resolveUnitGuid so Lua API functions
like UnitName("mouseover"), UnitHealth("mouseover") etc. work for addons.
Fire UPDATE_MOUSEOVER_UNIT event when the mouseover target changes, and
PLAYER_FOCUS_CHANGED event when focus is set or cleared.
Load ItemRandomProperties.dbc and ItemRandomSuffix.dbc lazily to resolve
suffix names like "of the Eagle", "of the Monkey" etc. Add
getRandomPropertyName(id) callback on GameHandler wired through Application.
Append suffix to item names in SMSG_ITEM_PUSH_RESULT loot notifications
so items display as "Leggings of the Eagle" instead of just "Leggings".
Add cancelQueuedSpell() method that clears queuedSpellId_ and
queuedSpellTarget_. Wire /cancelqueuedspell and /stopspellqueue
slash commands. Useful for combat macros that need to prevent
queued spells from firing after a current cast.
When the dungeon finder initiates a role check (SMSG_LFG_ROLE_CHECK_UPDATE
state=2), show a centered popup with Tank/Healer/DPS checkboxes and
Accept/Leave Queue buttons. Accept sends CMSG_LFG_SET_ROLES with the
selected role mask. Previously only showed passive "Role check in progress"
text with no way to respond.
Add PLAYER_REGEN_DISABLED/ENABLED (combat enter/leave) via per-frame
edge detection, LEARNED_SPELL_IN_TAB/SPELLS_CHANGED on spell learn/remove,
SPELL_UPDATE_COOLDOWN/ACTIONBAR_UPDATE_COOLDOWN on cooldown finish, and
PLAYER_XP_UPDATE on XP field changes. Total addon events now at 34.
Add a generic AddonEventCallback to GameHandler for firing named events
with string arguments directly from game logic. Wire it to the addon
system in Application.
New events fired:
- PLAYER_TARGET_CHANGED — when target is set or cleared
- PLAYER_LEVEL_UP(newLevel) — on level up
The generic callback pattern makes it easy to add more events from
game_handler.cpp without touching Application/AddonManager code.
Total addon events: 16 (2 world + 12 chat + 2 gameplay).
Wire chat messages to the addon event system via AddonChatCallback.
Every chat message now fires the corresponding WoW event:
- CHAT_MSG_SAY, CHAT_MSG_YELL, CHAT_MSG_WHISPER
- CHAT_MSG_PARTY, CHAT_MSG_GUILD, CHAT_MSG_OFFICER
- CHAT_MSG_RAID, CHAT_MSG_RAID_WARNING, CHAT_MSG_BATTLEGROUND
- CHAT_MSG_SYSTEM, CHAT_MSG_CHANNEL, CHAT_MSG_EMOTE
Event handlers receive (eventName, message, senderName) arguments.
Addons can now filter, react to, or log chat messages in real-time.
setQuestTracked() modified trackedQuestIds_ but didn't call
saveCharacterConfig(), so tracked quests were only persisted if
another action (like editing a macro or rearranging the action bar)
happened to trigger a save before logout. Now saves immediately
when quests are tracked or untracked.
Macros with /use ItemName (e.g. /use Healthstone, /use Engineering
trinket) had no icon, cooldown, or tooltip on the action bar because
only /cast and /castsequence were recognized. Now the spell resolution
also handles /use by looking up the item name in the item info cache
and finding its on-use spell ID. Added getItemInfoCache() accessor.
SMSG_EQUIPMENT_SET_SAVED now updates the local set's GUID from the
server response, preventing duplicate set creation when clicking
"Update" on a newly-saved set. New sets are also added to the local
list immediately so the UI reflects them without a relog.
Additionally, CMSG_PLAYED_TIME is now auto-sent on initial world entry
(with sendToChat=false) so the character Stats tab shows total and
level time immediately without requiring /played.
Classic and TBC lack equipment set opcodes, so sending save/use/delete
packets would transmit wire opcode 0xFFFF and potentially disconnect the
client. Now all three methods check wireOpcode != 0xFFFF before sending,
and the Outfits tab is only shown when the expansion supports equipment
sets (via supportsEquipmentSets() check).
setWatchedFactionId() previously only stored the faction locally.
Now it also sends CMSG_SET_WATCHED_FACTION with the correct repListId
to the server, so the tracked faction persists across sessions.
Add saveEquipmentSet() and deleteEquipmentSet() methods that send
CMSG_EQUIPMENT_SET_SAVE and CMSG_DELETEEQUIPMENT_SET packets. The save
packet captures all 19 equipment slot GUIDs via packed GUID encoding.
The Outfits tab now always shows (not just when sets exist), with an
input field to create new sets and Update/Delete buttons per set.
Add PLAYER_FIELD_HONOR_CURRENCY and PLAYER_FIELD_ARENA_CURRENCY to the
update field system for WotLK (indices 1422/1423) and TBC (1505/1506).
Parse values from both CREATE_OBJECT and VALUES update paths, and show
them in the character Stats tab under a PvP Currency section.
Parse SMSG_PETITION_QUERY_RESPONSE, SMSG_PETITION_SHOW_SIGNATURES,
and SMSG_PETITION_SIGN_RESULTS. Add UI to view signatures, sign
petitions, and turn in completed charters. Send CMSG_PETITION_SIGN
and CMSG_TURN_IN_PETITION packets.
Store team name and type (2v2/3v3/5v5) from SMSG_ARENA_TEAM_QUERY_RESPONSE.
Display proper team labels instead of raw IDs. Add Load/Refresh roster
buttons and CMSG_ARENA_TEAM_ROSTER request support.
PLAYER_BYTES and PLAYER_BYTES_2 changes in SMSG_UPDATE_OBJECT now
update the Character struct's appearanceBytes and facialFeatures,
and fire an appearance-changed callback that resets the inventory
screen preview so it reloads with the new hair/face values.
Eye of the Storm uses bgTypeId 7 (from BattlemasterList.dbc), not 6.
BG invite popup now uses the stored bgName from the queue slot instead
of re-deriving the name with a duplicate switch statement.
Adds a functional barber shop window triggered by SMSG_ENABLE_BARBER_SHOP.
Players can adjust hair style, hair color, and facial features using
sliders bounded by race/gender max values. Sends CMSG_ALTER_APPEARANCE
on confirm; server result closes the window on success. Escape key
also closes the barber shop.
Implements CMSG_SPLIT_ITEM (0x10E) with a slider popup for choosing
split count. Auto-finds empty destination slot across backpack and bags.
Shift+right-click on stackable items (count > 1) opens split dialog;
non-stackable items still get the destroy confirmation.
Show creature classification (Beast, Humanoid, Demon, etc.) next to the
level on the target frame. Useful for knowing which CC abilities apply
(Polymorph → Humanoid/Beast, Banish → Demon/Elemental, etc.).
Store the voteMask from SMSG_LOOT_START_ROLL and use it to conditionally
show Need/Greed/Disenchant/Pass buttons. Previously all four buttons were
always shown regardless of the server's allowed roll types.
Combat text (damage, heals, misses, crits, etc.) now floats above the
target entity in 3D space instead of appearing at fixed screen positions.
Text rises upward from the entity's head, with random horizontal stagger
to prevent stacking. HUD-only types (XP, Honor, Procs) and entries
without a valid entity anchor fall back to the original screen overlay.
Read PLAYER_GUILDID from entity update fields (UNIT_END + 3) and query
guild names via CMSG_GUILD_QUERY. Cache results in guildNameCache_ so
each guild ID is queried only once. Display <Guild Name> in grey below
the player name on nameplates. Fix handleGuildQueryResponse to not
overwrite the local player's guild data when querying other guilds.
Player class declared its own 'name' member and getName()/setName()
that shadowed the inherited Unit::name. Since getName() is non-virtual,
code using Unit* pointers (nameplates, target frame, entity list) read
Unit::name (always empty) while Player::setName() wrote to the shadowed
Player::name. Removed the redundant declaration so Player inherits
name storage from Unit.
Creatures were stuck in Run/Walk animation during the dead-reckoning
overrun window (up to 2x movement duration). The animation check used
isEntityMoving() which stays true through dead reckoning, causing
creatures to "run in place" after reaching their destination.
Add isActivelyMoving() which is true only during the active
interpolation phase (moveElapsed < moveDuration), and use it for
animation state transitions. Dead reckoning still works for position
extrapolation — only the animation now correctly stops at arrival.
Right-clicking a locked container (e.g. Dead-Tooth's Strong Box) was
sending CMSG_USE_ITEM with spellId=0, which the server rejects. Locked
containers (itemClass==1, inventoryType==0) now send CMSG_OPEN_ITEM
instead, letting the server auto-check the keyring for the required key.
Right-clicking a castable pet ability (actionId > 6) in the pet action
bar now sends CMSG_PET_SPELL_AUTOCAST to toggle the spell's autocast
state. The local petAutocastSpells_ set is updated optimistically and
the tooltip shows the current state with a right-click hint.
When a spell is queued in the 400ms window before the current cast ends,
render its icon dimmed (0.8 alpha) to the right of the cast bar progress,
with a "Queued: <name>" tooltip. The progress bar shrinks to accommodate
the icon when one is present.
Also exposes getQueuedSpellId() as a public const accessor on GameHandler
so the UI can observe the spell queue state without friend access.
Add SpellCastFailedCallback to GameHandler, fired from SMSG_CAST_RESULT
when result != 0. GameScreen registers the callback and records each failed
spellId in actionFlashEndTimes_ (keyed by spell ID, value = expiry time).
During action bar rendering, if a slot's spell has an active flash entry,
an AddRectFilled overlay is drawn over the button with alpha proportional
to remaining time (1.0→0.0 over 0.5 s), giving the same error-red flash
visual feedback as the original WoW client.
When SMSG_ITEM_PUSH_RESULT arrives for an item not yet in the cache, store
a PendingItemPushNotif and fire the 'Received: [item]' chat message only
after SMSG_ITEM_QUERY_SINGLE_RESPONSE resolves the name and quality, so the
notification always shows a proper item link instead of 'item #12345'.
Notifications that are already cached emit immediately as before; multiple
pending notifs for the same item are all flushed on the single response.
Tracks ITEM_ENCHANTMENT_SLOT 0 (permanent) and 1 (temporary) from item update
fields in OnlineItemInfo, then looks up names from SpellItemEnchantment.dbc and
renders them in both ItemDef and ItemQueryResponseData tooltip variants.
- Adds mouseoverGuid_ to GameHandler (set/cleared each frame by UI)
- renderNameplates() sets mouseoverGuid when the cursor is inside a
nameplate's hit region; resets to 0 at frame start
- Raid frame cells set mouseoverGuid while hovered (IsItemHovered)
- evaluateMacroConditionals() resolves @mouseover / target=mouseover to
the hover GUID; returns false (skip alternative) when no unit is hovered
This enables common healer macros like:
/cast [target=mouseover,help,nodead] Renew; Renew
Adds evaluateMacroConditionals() which parses the [cond1,cond2] Spell;
[cond3] Spell2; Default syntax and returns the first matching
alternative. Supported conditions:
- mod:shift/ctrl/alt, nomod — keyboard modifier state
- target=player/focus/target, @player/@focus/@target — target override
- help / harm (noharm / nohelp) — target faction check
- dead / nodead — target health check
- exists / noexists — target presence check
- combat / nocombat — player combat state
- noform / nostance / form:0 — shapeshift/stance state
- Unknown conditions are permissive (true) to avoid false negatives.
/cast now resolves conditionals before spell lookup and routes
castSpell() to the [target=X] override GUID when specified.
isHostileFaction() exposed as isHostileFactionPublic() for UI use.
Macros in WoW are client-side — the server sends only a macro index via
SMSG_ACTION_BUTTONS, never the text. This commit adds local storage and
a UI so macro slots are actually usable.
- GameHandler: getMacroText/setMacroText accessors backed by macros_ map;
text is persisted to the character .cfg file as macro_N_text= entries
- Action bar left-click: MACRO slot executes first line of macro text as
a chat/slash command (same path as /cast, /use, etc.)
- Context menu: "Execute" and "Edit" items for MACRO slots; "Edit" opens
a multiline modal editor (320×80 px, up to 255 chars) with Save/Cancel
- Tooltip: shows macro text body below the index; hints "right-click to
Edit" when no text is set yet
When castSpell() is called while a timed cast is in progress and
castTimeRemaining <= 0.4s, store the spell in queuedSpellId_ instead
of silently dropping it. handleSpellGo() fires the queued spell
immediately after clearing the cast state, matching the ~400ms spell
queue window in Blizzlike WoW clients.
Queue is cleared on all cancel/interrupt paths: cancelCast(),
handleCastFailed(), SMSG_CAST_RESULT failure, SMSG_SPELL_FAILED,
world-teardown, and worldport ACK. Channeled casts never queue
(cancelling a channel should remain explicit).
SMSG_PRE_RESURRECT was silently discarded; Shamans with Reincarnation
and Warlocks with Twisting Nether could never see or use the self-res
ability. Now:
- SMSG_PRE_RESURRECT sets selfResAvailable_ flag when addressed to the
local player
- Death dialog gains a "Use Self-Resurrection" button (blue, shown above
Release Spirit) when the flag is set
- Clicking it sends CMSG_SELF_RES (empty body) and clears the flag
- selfResAvailable_ is cleared on all resurrection and session-reset
paths so it never bleeds across deaths or logins
SMSG_CORPSE_RECLAIM_DELAY is now stored as an absolute expiry timestamp
(steady_clock ms) instead of being discarded after a chat message.
GameHandler::getCorpseReclaimDelaySec() returns remaining seconds (0 when
reclaim is available). The "Resurrect from Corpse" button now:
- Disables and shows the remaining seconds when a PvP delay is active
- Shows the usual "Corpse: N yards" helper text when available
Also resets corpseReclaimAvailableMs_ on world/session teardown.