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.
Adds Inventory::sortBags() which collects all items from the backpack
and equip bags, sorts them client-side by quality descending → item ID
ascending → stack count descending, then writes them back. A "Sort Bags"
SmallButton is rendered in the backpack footer with a tooltip explaining
the sort order.
The sort is purely local (no server packets) since the WoW protocol has
no sort-bags opcode; it provides an instant, session-persistent visual
reorder.
Applied the same SpellCastTargets fix from SpellStartParser (dd64724)
to SpellGoParser: after parsing hit/miss target lists, now reads the
full target section (UNIT/UNIT_MINIPET/CORPSE/GAMEOBJECT packed GUID,
ITEM/TRADE_ITEM packed GUID, SOURCE/DEST PackedGuid+3floats, null-
terminated STRING). Also adds targetGuid field to SpellGoData so
callers can read the primary target. Prevents stream misalignment on
ground-targeted AoE spells (e.g. Blizzard, Rain of Fire).
Items with startQuestId != 0 were calling useItemBySlot()/useItemInBag()
which sends CMSG_USE_ITEM — but quest-starting items have no on-use spell,
so the server silently ignored the packet and no quest dialog appeared.
Fix:
- offerQuestFromItem(itemGuid, questId): sends CMSG_QUESTGIVER_QUERY_QUEST
with the item's own GUID as the questgiver GUID. The server responds with
SMSG_QUESTGIVER_QUEST_DETAILS which handleQuestDetails() already picks up
and opens the Accept/Decline dialog with full rewards/description.
- getBagItemGuid(bagIndex, slotIndex): resolves the per-slot item GUID from
the bag's containerContents_ map (mirrors the logic inside useItemInBag).
- inventory_screen.cpp right-click handler: checks item.startQuestId != 0
before the equip/use branch; if set, resolves item GUID and calls
offerQuestFromItem. Works for both backpack slots and bag slots.
Previously initializeModule() read the 4 WardenFuncList function addresses
from emulated memory, logged them, then discarded them — funcList_ was never
populated, so tick(), generateRC4Keys(), and processCheckRequest() were
permanently no-ops even when the Unicorn emulator successfully ran the module.
Changes:
- initializeModule() now wraps each non-null emulated function address in a
std::function lambda that marshals args to/from emulated memory via
emulator_->writeData/callFunction/freeMemory
- generateRC4Keys: copies 4-byte seed to emulated space, calls function
- unload: calls function with NULL (module saves own RC4 state)
- tick: direct uint32_t(deltaMs) dispatch, returns emulated EAX
- packetHandler: 2-arg variant for generic callers
- Stores emulatedPacketHandlerAddr_ for full 4-arg call in processCheckRequest
- processCheckRequest() now calls the emulated PacketHandler with the proper
4-argument stdcall convention: (data, size, responseOut, responseSizeOut),
reads back the response size and bytes, returns them in responseOut
- unload() resets emulatedPacketHandlerAddr_ to 0 for clean re-initialization
- Remove dead no-op renderObjectiveTracker() (no call sites, superseded)
Previously hookAPI() allocated a stub address and registered a C++ handler
but never stored the handler or wrote any executable code to the stub
region, meaning any Warden module call to a Windows API would execute zeros
and crash or silently return garbage.
Changes:
- Store ApiHookEntry {argCount, handler} per stub address in apiHandlers_
- Write RET (0xC3) to stub memory as a safe fallback
- Register UC_HOOK_CODE over the API stub address range during initialize()
- hookCode() now detects stub addresses, reads args from the emulated stack,
dispatches to the C++ handler, then simulates stdcall epilogue by setting
EAX/ESP/EIP so Unicorn returns cleanly to the caller
- Convert static-local nextStubAddr to instance member nextApiStubAddr_
so re-initialization resets the allocator correctly
- Known arg counts for all 7 registered Windows APIs (VirtualAlloc,
VirtualFree, GetTickCount, Sleep, GetCurrentThreadId,
GetCurrentProcessId, ReadProcessMemory)
Parses the pet talent wipe confirm packet (petGuid + cost), shows a
confirmation dialog matching the player talent reset UX, and sends
CMSG_PET_UNLEARN_TALENTS on confirmation. Completes the pet talent
respec flow for Hunters/Warlocks on WotLK servers.
When the server sends SMSG_PET_RENAMEABLE (after taming a pet for the first
time), the pet rename modal now automatically opens so the player can name
their new pet without needing to right-click the pet frame.
Replaces the silent consume with full packet parsing: reads two lists of
(guid, x, y) positions (typically ally and horde flag carriers) and stores
them in bgPlayerPositions_. Renders each as a colored diamond on the minimap
(blue=group0, red=group1) with a "Flag carrier" tooltip showing the player's
name when available.
When 'Auto Repair' is enabled in Settings > Gameplay, all damaged
equipment is automatically repaired when opening any armorer vendor
(canRepair=true). The repair is skipped when no items are actually
damaged to avoid a pointless server round-trip. A system chat message
confirms the repair. Setting persists to ~/.wowee/settings.cfg as
auto_repair.
When 'Auto Sell Greys' is enabled in Settings > Gameplay, all grey
(ItemQuality::POOR) items in the backpack and extra bags are sold
automatically when opening a vendor window. Items with no sell price
are skipped. A system chat message reports the number of items sold
and total gold received. The setting persists to ~/.wowee/settings.cfg
under the key auto_sell_grey.
The player's own cast bar now uses spell-school-based colors for quick
identification: Fire=orange-red, Frost=icy blue, Shadow=purple,
Arcane=violet, Nature=green, Holy=golden, Physical=gold. Channels
remain blue regardless of school. Adds getSpellSchoolMask() using the
already-loaded Spell.dbc cache (schoolMask field, covering all
expansions including Classic SchoolEnum→bitmask conversion).
Load AttributesEx from Spell.dbc for all expansions (Classic/TBC/WotLK/
Turtle). Check SPELL_ATTR_EX_NOT_INTERRUPTIBLE (bit 4 = 0x10) to classify
each cast as interruptible or not when SMSG_SPELL_START arrives.
Target frame and nameplate cast bars now use:
- Green: spell can be interrupted by Kick/Counterspell/Pummel etc.
- Red: spell is immune to interrupt (boss abilities, instant-cast effects)
Both colors pulse faster at >80% completion to signal the closing window.
Adds GameHandler::isSpellInterruptible() and UnitCastState::interruptible.
Add gold diamond markers for every flight master the player has already
discovered (knownTaxiMask_), read from TaxiNodes.dbc and filtered to the
current continent/map being displayed:
- WorldMapTaxiNode struct carries canonical WoW coords + known flag
- WorldMap::setTaxiNodes() accepts the per-frame list from game_screen
- renderImGuiOverlay() projects each known node to UV, draws a gold
diamond (AddQuadFilled) with a dark outline, and shows the node name
as a tooltip on hover
- GameHandler::isKnownTaxiNode(id) checks knownTaxiMask_[] efficiently
- Markers update live — newly discovered nodes appear without reopening
the map
Add GLANCING (hitInfo 0x800) and CRUSHING (hitInfo 0x1000) as distinct
combat text types so players see mechanics feedback they expect from
Classic/TBC content:
- Glancing: shown as "~{amount}" in muted yellow/red; "glances for N" in
the combat log
- Crushing: shown as "{amount}!" in bright orange/red; "crushes for N!"
in the combat log
Both types are counted toward DPS meter accumulation. AttackerStateUpdateData
gains isGlancing()/isCrushing() helpers alongside the existing isCrit()/isMiss().