Display creature subtitles (e.g. <Reagent Vendor>, <Innkeeper>) below
NPC names on nameplates, mirroring the guild tag display for players.
The subtitle is fetched from the creature info cache populated by
SMSG_CREATURE_QUERY_RESPONSE.
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.
Add 5-dot combo point indicator between target power bar and cast bar.
Lit dots are yellow (1-4 CP) or red (5 CP) with glow effect; unlit
dots show as dark outlines. Only visible when the player's combo target
matches the current target.
Quest dialogs were showing literal "$C" instead of the player's class
name. Added support for $c/$C (class) and $r/$R (race) placeholders
in both game_screen and quest_log_screen substitution functions.
'Release in X:XX' implied a client-enforced forced release; renamed to
'Auto-release in X:XX' (server-driven) and added 'Or wait for a player
to resurrect you.' hint so players know they can stay dead without
clicking Release Spirit.
Macro conditions now support checking aura presence:
[buff:Power Word: Fortitude] — player has the named buff
[nobuff:Frost Armor] — player does NOT have the named buff
[debuff:Faerie Fire] — target has the named debuff
[nodebuff:Hunter's Mark] — target does NOT have the named debuff
Name matching is case-insensitive. When a target override (@target etc.)
is active the check uses that unit's aura list instead of the player's.
Adds /mark [icon], /marktarget, and /raidtarget slash commands that
set a raid mark on the current target. Accepts icon names (star,
circle, diamond, triangle, moon, square, cross, skull), numbers 1-8,
or "clear"/"none" to remove the mark. Defaults to skull when no
argument is given.
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.
- /stopmacro [conditions] halts remaining macro commands; supports all existing
macro conditionals ([combat], [nocombat], [mod:shift], etc.) via the sentinel
action trick on evaluateMacroConditionals
- macroStopped_ flag in GameScreen; executeMacroText resets and checks it after
each command so /stopmacro mid-macro skips all subsequent lines
- Emit a "X is about to break!" UI error + system chat when an equipped item's
durability drops below 20% via SMSG_UPDATE_OBJECT field delta; warning fires
once per threshold crossing (prevDur >= maxDur/5, newDur < maxDur/5)
Supports: /castsequence [conds] [reset=N/target/combat] Spell1, Spell2, ...
Cycles through the spell list on successive button presses. State is keyed
by spell list so the same sequence shared across macros stays in sync.
- getMacroShowtooltipArg() parses the #showtooltip [SpellName] directive
- Action bar macro buttons now display the named spell's icon when
#showtooltip SpellName is present at the top of the macro body
- For bare #showtooltip (no argument), derives the icon from the first
/cast line in the macro (stripping conditionals and rank suffixes)
- Falls back to "Macro" text label only when no spell can be resolved
- 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.
- 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.
Adds the standard WoW pet control slash commands used in macros:
- /petattack — attack current target
- /petfollow — follow player
- /petstay / /pethalt — stop and hold position
- /petpassive — set passive react mode
- /petdefensive — set defensive react mode
- /petaggressive — set aggressive react mode
- /petdismiss — dismiss the pet
All commands also appear in Tab-autocomplete.
These are standard WoW macro commands:
- /cancelform / /cancelshapeshift: exits current shapeshift form by
cancelling the first permanent aura (flag 0x20) on the player
- /cancelaura <name|#id>: cancels a specific player buff by spell name
or numeric ID (e.g. /cancelaura Stealth, /cancelaura #1784)
Also expand the Tab-autocomplete command list to include /cancelaura,
/cancelform, /cancelshapeshift, /dismount, /sit, /stand, /startattack,
/stopcasting, /target, and other commands that were previously missing.
Macros often start with a #showtooltip or #show directive line; these
should not be executed as chat commands. The firstMacroCommand() helper
now scans forward through the macro text, skipping blank lines and any
line starting with '#', and executes the first actual command line.
Applies to all three execution paths: left-click, keyboard shortcut,
and right-click Execute menu item.
Adds WoW macro-standard /use argument forms alongside the existing
item-name search:
- /use 0 <slot> — backpack slot N (1-based, bag 0)
- /use 1-4 <slot> — equipped bag slot N (1-based bag index)
- /use <N> — equip slot N (1-based, e.g. /use 16 = main hand)
These are the standard forms used in macros like:
#showtooltip
/use 13 (trinket 1)
/cast Arcane Blast
The captureSceneHistory barrier was using srcAccessMask=0 with
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT when transitioning the swapchain
image from PRESENT_SRC_KHR to TRANSFER_SRC_OPTIMAL. This does not
flush the GPU's color attachment write caches, causing VK_ERROR_DEVICE_LOST
on strict drivers (AMD, Mali) that require explicit cache invalidation
before transfer reads.
Fix: use VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT + COLOR_ATTACHMENT_OUTPUT
as the source mask so color writes are properly made visible to the
transfer unit before the image copy begins.
Also remove the now-unnecessary "requires FSR" restriction in the
settings UI — water refraction can be enabled independently of FSR.
Two companion improvements for the macro system:
- Keyboard shortcut handler now executes MACRO slots (1-0 keys) by running
the first line of their text as a command, same as left-click
- /cast now accepts a numeric spell ID or #ID prefix (e.g. /cast 133,
/cast #133) in addition to spell names — enables standard WoW macro
syntax and direct spell ID testing
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
Macro slots stored from SMSG_ACTION_BUTTONS had no tooltip and no context
menu header — hovering or right-clicking gave a blank result. Add an
"else if MACRO" branch to both the tooltip and the popup-context-item so
that "Macro #N" is displayed in both places. Clearing via right-click
still works via the existing "Clear Slot" item which was already outside
the type branches.
Previously used arbitrary map-iteration order (last match), meaning
'/target Kobold' might target a far-away enemy instead of the closest.
Now computes squared distance for every prefix-matching entity and
keeps the nearest one, matching WoW's own /target behaviour.
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.
The minimap had a comment "skip self (already drawn as arrow)" but no
code that actually drew the arrow. Players had no visual indication of
which direction they were facing on the minimap.
Draws a chevron-shaped white/gold arrow at the minimap center:
- On fixed-north minimap: arrow rotates to match camera compass bearing
(computed from camera forward vector: atan2(-fwd.x, fwd.y))
- On rotating minimap: arrow points straight up because the minimap
already rotates to put camera-forward at the top
- Style: two filled triangles (tip+left half, tip+right half) with dark
outline for readability against all map backgrounds
- Rendered last so it sits on top of all other minimap markers
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)
Items with startQuestId != 0 now show:
- Gold outer glow border (2px) around the item icon
- Gold "!" badge in the top-right corner of the icon
- "Begins a Quest" label in gold on the second text line
Matches WoW's visual convention for quest-pickup items in loot rolls.
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.
Implements renderSkillsWindow() showing all player skills grouped by
DBC category (Professions, Secondary Skills, Class Skills, Weapon Skills,
Armor, Languages) with value/max progress bars and a bonus breakdown tooltip.
Hooked up to the TOGGLE_SKILLS keybinding (K by default).
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.
Shows current local time in HH:MM format in a small dimmed label just
below the coordinate display near the minimap. Uses localtime_r (POSIX)
with a _WIN32 fallback. The clock complements the existing coordinate
and zone name overlays, matching the WoW default UI minimap area.
The ToT (target-of-target) cast bar was still using a fixed orange-yellow
color regardless of spell interruptibility. Now uses the same green/red
scheme as the target frame and nameplate cast bars: green = interruptible
(can Kick/Counterspell), red = not interruptible, both pulse at >80%.