Mana (0)=blue, Rage (1)=red, Focus (2)=orange, Energy (3)=yellow,
Runic Power (6)=teal. Previously all energize events showed as blue
regardless of resource type, making it impossible to distinguish
e.g. a Warrior's Rage generation from a Mage's Mana return.
Power type is now captured from SMSG_SPELLENERGIZELOG (uint8) and
SMSG_PERIODICAURALOG OBS_MOD_POWER/PERIODIC_ENERGIZE (uint32 cast
to uint8) and stored in CombatTextEntry::powerType.
Stores up to 500 combat events in a rolling deque alongside the existing
floating combat text. Events are populated via the existing addCombatText()
call site, resolving attacker/target names from the entity manager and
player name cache at event time.
- CombatLogEntry struct in spell_defines.hpp (type, amount, spellId,
isPlayerSource, timestamp, sourceName, targetName)
- getCombatLog() / clearCombatLog() accessors on GameHandler
- renderCombatLog() in GameScreen: scrollable two-column table (Time +
Event), color-coded by event category, with Damage/Healing/Misc filter
checkboxes, auto-scroll toggle, and Clear button
- /combatlog (/cl) chat command toggles the window
Handles SMSG_SPELL_CHANCE_PROC_LOG (previously silently ignored) to
display gold "PROC!" floating text when the player triggers a spell
proc. Reads caster/target packed GUIDs and spell ID from the packet
header; skips variable-length effect payload.
Adds CombatTextEntry::PROC_TRIGGER type with gold color rendering,
visible alongside existing damage/heal/energize floating numbers.
Adds dedicated CombatTextEntry::Type entries for ABSORB (miss type 7)
and RESIST (miss type 8), replacing the generic MISS display. Updates
missTypes arrays in SMSG_SPELLLOGMISS and SMSG_SPELL_GO, and adds
light-blue "Absorb" and grey "Resist" rendering in the combat text overlay.
- SMSG_SPELLDAMAGESHIELD: parse victim/caster/damage fields and show SPELL_DAMAGE
combat text for player-relevant events (damage shields like Thorns)
- SMSG_SPELLORDAMAGE_IMMUNE: parse packed caster/victim guids and show new
IMMUNE combat text type when player is involved in an immunity event
- Add CombatTextEntry::IMMUNE type to spell_defines.hpp and render it as
white "Immune!" in the combat text overlay
- handleCompressedMoves: add MSG_MOVE_* routing so SMSG_MULTIPLE_MOVES
sub-packets (player movement batches) are dispatched to handleOtherPlayerMovement
instead of logged as unhandled; fix runtime-opcode lookup (non-static array)
XP gain was previously shown as a HEAL entry (green +N) which conflates
it with actual healing. New XP_GAIN type renders as purple '+N XP' in the
outgoing column, matching WoW's floating XP style.
Parse SPELLENERGIZELOG (victim/caster packed GUIDs + spellId + powerType +
amount) and emit ENERGIZE combat text for mana/energy gains. Add ENERGIZE
to CombatTextEntry::Type enum (blue +N text).
Also add explicit renderCombatText cases for BLOCK, PERIODIC_DAMAGE,
PERIODIC_HEAL, and ENVIRONMENTAL — previously all fell through to the
colourless default handler.
- Add aura icons below target frame with buff/debuff color coding
- Show spell icons with hover tooltips and duration countdowns
- Change SPELL_FAILED_ONLY_SHAPESHIFT message to cover warrior stances
- getSpellCastResultString now returns "Not enough rage/energy/focus/runic power" based on player power type instead of always "Not enough mana"
- Fix NPC combat messages concatenating onto previous lines by combining prefix+body into single renderTextWithLinks call instead of TextWrapped+SameLine
- Improve generic error strings to be more WoW-authentic (Invalid target, Target not in line of sight, etc.)
Root cause: OpcodeTable::loadFromJson() cleared all mappings before
loading the expansion JSON, so any WotLK opcode absent from Turtle WoW's
opcodes.json (including SMSG_AURA_UPDATE and SMSG_AURA_UPDATE_ALL) was
permanently lost. Changed loadFromJson to patch/merge on top of existing
defaults so only explicitly listed opcodes are overridden.
Also fix isBuff border color: was testing flag 0x02 (effect 2 active)
instead of 0x80 (negative/debuff flag).
Add client-side duration countdown: AuraSlot.receivedAtMs is stamped
when the packet arrives; getRemainingMs(nowMs) subtracts elapsed time so
buff tooltips show accurate remaining duration instead of stale snapshot.
- Rewrite SpellCastResult enum to match AzerothCore 3.3.5a values (was misaligned, showing wrong error messages like "Not while trading" instead of "Unit not in front")
- Fix spellbook-to-action-bar drag-drop by using ImGuiHoveredFlags_AllowWhenBlockedByActiveItem for cross-window hover detection
- Fix player frame showing wrong character name by looking up activeCharacterGuid instead of always using characters[0]
- Clear playerNameCache on disconnect to prevent stale names across sessions
Fix spell cast target fallback using selected target instead of no-op tautology.
Fix SMSG_ITEM_QUERY_SINGLE_RESPONSE to always read 10 stat pairs (server sends
all 10 regardless of statsCount), fixing misaligned armor/stat reads. Fix XP gain
parser to read float groupRate + uint8 RAF instead of bogus uint32 groupBonus.
Add item icons and quality-colored names to loot window. Use actual character
appearance bytes for CharSections.dbc skin/face/hair lookups instead of hardcoded
defaults. Add weapon-type-aware attack animation selection (2H prioritizes anim 18).
Add readable spell cast failure messages and vendor sell hint.