-------------------------------------------------------------------------------
-- Title: Mik's Scrolling Battle Text Main
-- Author: Mikord
-------------------------------------------------------------------------------

-- Create module and set its name.
local module = {}
local moduleName = "Main"
MikSBT[moduleName] = module


-------------------------------------------------------------------------------
-- Imports.
-------------------------------------------------------------------------------

-- Local references to various modules for faster access.
local MSBTAnimations = MikSBT.Animations
local MSBTMedia = MikSBT.Media
local MSBTParser = MikSBT.Parser
local MSBTTriggers = MikSBT.Triggers
local MSBTProfiles = MikSBT.Profiles
local L = MikSBT.translations

-- Local references to various functions for faster access.
local table_remove = table.remove
local string_find = string.find
local string_gsub = string.gsub
local string_format = string.format
local math_abs = math.abs
local bit_bor = bit.bor
local FormatLargeNumber = FormatLargeNumber
local GetTime = GetTime
local GetSpellInfo = GetSpellInfo
local EraseTable = MikSBT.EraseTable
local GetSkillName = MikSBT.GetSkillName
local ShortenNumber = MikSBT.ShortenNumber
--local SeparateNumber = MikSBT.SeparateNumber
local DisplayEvent = MSBTAnimations.DisplayEvent
local IsScrollAreaActive = MSBTAnimations.IsScrollAreaActive
local IsScrollAreaIconShown = MSBTAnimations.IsScrollAreaIconShown
local TestFlagsAll = MSBTParser.TestFlagsAll

-- Local references to various variables for faster access.
local triggerSuppressions = MSBTTriggers.triggerSuppressions
local powerTypes = MSBTTriggers.powerTypes
local classMap = MSBTParser.classMap


-------------------------------------------------------------------------------
-- Constants.
-------------------------------------------------------------------------------

-- How long to wait before showing events so that merges may happen.
local MERGE_DELAY_TIME = 0.3

-- How long to wait between throttle window checking.
local THROTTLE_UPDATE_TIME = 0.5

-- Amount of time to hold recent monster emotes and enemy buffs in cache.
local EMOTE_HOLD_TIME = 1
local ENEMY_BUFF_HOLD_TIME = 5

-- Damage types.
local DAMAGETYPE_PHYSICAL = 0x1
local DAMAGETYPE_HOLY = 0x2
local DAMAGETYPE_FIRE = 0x4
local DAMAGETYPE_NATURE = 0x8
local DAMAGETYPE_FROST = 0x10
local DAMAGETYPE_SHADOW = 0x20
local DAMAGETYPE_ARCANE = 0x40

-- Physical + Magic Damage types.
local DAMAGETYPE_HOLYSTRIKE = DAMAGETYPE_PHYSICAL + DAMAGETYPE_HOLY
local DAMAGETYPE_FLAMESTRIKE = DAMAGETYPE_PHYSICAL + DAMAGETYPE_FIRE
local DAMAGETYPE_STORMSTRIKE = DAMAGETYPE_PHYSICAL + DAMAGETYPE_NATURE
local DAMAGETYPE_FROSTSTRIKE = DAMAGETYPE_PHYSICAL + DAMAGETYPE_FROST
local DAMAGETYPE_SHADOWSTRIKE = DAMAGETYPE_PHYSICAL + DAMAGETYPE_SHADOW
local DAMAGETYPE_SPELLSTRIKE = DAMAGETYPE_PHYSICAL + DAMAGETYPE_ARCANE

-- Two magic damage types.
local DAMAGETYPE_HOLYFIRE = DAMAGETYPE_HOLY + DAMAGETYPE_FIRE
local DAMAGETYPE_HOLYSTORM = DAMAGETYPE_HOLY + DAMAGETYPE_NATURE
local DAMAGETYPE_HOLYFROST = DAMAGETYPE_HOLY + DAMAGETYPE_FROST
local DAMAGETYPE_SHADOWLIGHT = DAMAGETYPE_HOLY + DAMAGETYPE_SHADOW
local DAMAGETYPE_DIVINE = DAMAGETYPE_HOLY + DAMAGETYPE_ARCANE
local DAMAGETYPE_FIRESTORM = DAMAGETYPE_FIRE + DAMAGETYPE_NATURE
local DAMAGETYPE_FROSTFIRE = DAMAGETYPE_FIRE + DAMAGETYPE_FROST
local DAMAGETYPE_SHADOWFLAME = DAMAGETYPE_FIRE + DAMAGETYPE_SHADOW
local DAMAGETYPE_SPELLFIRE = DAMAGETYPE_FIRE + DAMAGETYPE_ARCANE
local DAMAGETYPE_FROSTSTORM = DAMAGETYPE_NATURE + DAMAGETYPE_FROST
local DAMAGETYPE_SHADOWSTORM = DAMAGETYPE_NATURE + DAMAGETYPE_SHADOW
local DAMAGETYPE_SPELLSTORM = DAMAGETYPE_NATURE + DAMAGETYPE_ARCANE
local DAMAGETYPE_SHADOWFROST = DAMAGETYPE_FROST + DAMAGETYPE_SHADOW
local DAMAGETYPE_SPELLFROST = DAMAGETYPE_FROST + DAMAGETYPE_ARCANE
local DAMAGETYPE_SPELLSHADOW = DAMAGETYPE_SHADOW + DAMAGETYPE_ARCANE

-- Three or more damage types.
local DAMAGETYPE_ELEMENTAL = DAMAGETYPE_FIRE + DAMAGETYPE_NATURE + DAMAGETYPE_FROST
local DAMAGETYPE_CHROMATIC = DAMAGETYPE_FIRE + DAMAGETYPE_NATURE + DAMAGETYPE_FROST + DAMAGETYPE_SHADOW + DAMAGETYPE_ARCANE
local DAMAGETYPE_MAGIC = DAMAGETYPE_HOLY + DAMAGETYPE_FIRE + DAMAGETYPE_NATURE + DAMAGETYPE_FROST + DAMAGETYPE_SHADOW + DAMAGETYPE_ARCANE
local DAMAGETYPE_CHAOS = DAMAGETYPE_PHYSICAL + DAMAGETYPE_HOLY + DAMAGETYPE_FIRE + DAMAGETYPE_NATURE + DAMAGETYPE_FROST + DAMAGETYPE_SHADOW + DAMAGETYPE_ARCANE

-- Spell IDs.
local SPELLID_AUTOSHOT = 75

-- Spell names.
local SPELL_BLINK					= GetSkillName(1953)
--local SPELL_BLIZZARD				= GetSkillName(10)
local SPELL_BLOOD_STRIKE			= GetSkillName(60945)
--local SPELL_BLOOD_STRIKE_OFF_HAND	= GetSkillName(66215)
--local SPELL_HELLFIRE				= GetSkillName(1949)
--local SPELL_HURRICANE				= GetSkillName(16914)
local SPELL_RAIN_OF_FIRE			= GetSkillName(5740)


-------------------------------------------------------------------------------
-- Private variables.
-------------------------------------------------------------------------------

-- Prevent tainting global _.
local _

-- Dynamically created frames for receiving events.
local eventFrame = CreateFrame("Frame")
local throttleFrame = CreateFrame("Frame")

-- Player's class.
local playerClass

-- Pool of dynamically created combat events that are reused.
local combatEventCache = {}

-- Lookup tables.
local eventHandlers = {}
local damageTypeMap = {}
local damageColorProfileEntries = {}
local powerTokens = {}
local uniquePowerTypes = {}

-- Throttled ability info.
local throttledAbilities = {}

-- Holds unmerged and merged combat events.
local unmergedEvents = {}
local mergedEvents = {}

-- Used for timing between updates.
local lastMergeUpdate = 0
local lastThrottleUpdate = 0

-- Spam control info.
local isEnglish
local lastPowerAmounts = {}
local finisherShown
local recentEmotes = {}
local recentEnemyBuffs = {}
local ignoreAuras = {}

-- Localized off-hand info to allow merging of off-hand strikes.
local offHandTrailer
local offHandPattern


-------------------------------------------------------------------------------
-- Utility functions.
-------------------------------------------------------------------------------

-- ****************************************************************************
-- Creates damage type and damage color profile maps.
-- ****************************************************************************
local function CreateDamageMaps()
	-- Create the damage type lookup map.
	damageTypeMap[DAMAGETYPE_PHYSICAL] = STRING_SCHOOL_PHYSICAL
	damageTypeMap[DAMAGETYPE_HOLY] = STRING_SCHOOL_HOLY
	damageTypeMap[DAMAGETYPE_FIRE] = STRING_SCHOOL_FIRE
	damageTypeMap[DAMAGETYPE_NATURE] = STRING_SCHOOL_NATURE
	damageTypeMap[DAMAGETYPE_FROST] = STRING_SCHOOL_FROST
	damageTypeMap[DAMAGETYPE_SHADOW] = STRING_SCHOOL_SHADOW
	damageTypeMap[DAMAGETYPE_ARCANE] = STRING_SCHOOL_ARCANE
	damageTypeMap[DAMAGETYPE_HOLYSTRIKE] = STRING_SCHOOL_HOLYSTRIKE
	damageTypeMap[DAMAGETYPE_FLAMESTRIKE] = STRING_SCHOOL_FLAMESTRIKE
	damageTypeMap[DAMAGETYPE_STORMSTRIKE] = STRING_SCHOOL_STORMSTRIKE
	damageTypeMap[DAMAGETYPE_FLAMESTRIKE] = STRING_SCHOOL_FLAMESTRIKE
	damageTypeMap[DAMAGETYPE_SHADOWSTRIKE] = STRING_SCHOOL_SHADOWSTRIKE
	damageTypeMap[DAMAGETYPE_SPELLSTRIKE] = STRING_SCHOOL_SPELLSTRIKE
	damageTypeMap[DAMAGETYPE_HOLYFIRE] = STRING_SCHOOL_HOLYFIRE
	damageTypeMap[DAMAGETYPE_HOLYSTORM] = STRING_SCHOOL_HOLYSTORM
	damageTypeMap[DAMAGETYPE_HOLYFROST] = STRING_SCHOOL_HOLYFROST
	damageTypeMap[DAMAGETYPE_SHADOWLIGHT] = STRING_SCHOOL_SHADOWLIGHT
	damageTypeMap[DAMAGETYPE_DIVINE] = STRING_SCHOOL_DIVINE
	damageTypeMap[DAMAGETYPE_FIRESTORM] = STRING_SCHOOL_FIRESTORM
	damageTypeMap[DAMAGETYPE_FROSTFIRE] = STRING_SCHOOL_FROSTFIRE
	damageTypeMap[DAMAGETYPE_SHADOWFLAME] = STRING_SCHOOL_SHADOWFLAME
	damageTypeMap[DAMAGETYPE_SPELLFIRE] = STRING_SCHOOL_SPELLFIRE
	damageTypeMap[DAMAGETYPE_FROSTSTORM] = STRING_SCHOOL_FROSTSTORM
	damageTypeMap[DAMAGETYPE_SHADOWSTORM] = STRING_SCHOOL_SHADOWSTORM
	damageTypeMap[DAMAGETYPE_SPELLSTORM] = STRING_SCHOOL_SPELLSTORM
	damageTypeMap[DAMAGETYPE_SHADOWFROST] = STRING_SCHOOL_SHADOWFROST
	damageTypeMap[DAMAGETYPE_SPELLFROST] = STRING_SCHOOL_SPELLFROST
	damageTypeMap[DAMAGETYPE_SPELLSHADOW] = STRING_SCHOOL_SPELLSHADOW
	damageTypeMap[DAMAGETYPE_ELEMENTAL] = STRING_SCHOOL_ELEMENTAL
	damageTypeMap[DAMAGETYPE_CHROMATIC] = STRING_SCHOOL_CHROMATIC
	damageTypeMap[DAMAGETYPE_MAGIC] = STRING_SCHOOL_MAGIC
	damageTypeMap[DAMAGETYPE_CHAOS] = STRING_SCHOOL_CHAOS

	-- Create the damage color profile entries lookup map.
	damageColorProfileEntries[DAMAGETYPE_PHYSICAL] = "physical"
	damageColorProfileEntries[DAMAGETYPE_HOLY] = "holy"
	damageColorProfileEntries[DAMAGETYPE_FIRE] = "fire"
	damageColorProfileEntries[DAMAGETYPE_NATURE] = "nature"
	damageColorProfileEntries[DAMAGETYPE_FROST] = "frost"
	damageColorProfileEntries[DAMAGETYPE_SHADOW] = "shadow"
	damageColorProfileEntries[DAMAGETYPE_ARCANE] = "arcane"
	damageColorProfileEntries[DAMAGETYPE_FROSTFIRE] = "frostfire"
	damageColorProfileEntries[DAMAGETYPE_SHADOWFLAME] = "shadowflame"
end


-- ****************************************************************************
-- Returns an abbreviated form of the passed skill name.
-- ****************************************************************************
local function AbbreviateSkillName(skillName)
	if (string_find(skillName, "[%s%-]")) then
		skillName = string_gsub(skillName, "(%a)[%l%p]*[%s%-]*", "%1")
	end

	return skillName
end


-- ****************************************************************************
-- Returns a formatted partial effects trailer using the passed parameters.
-- ****************************************************************************
local function FormatPartialEffects(absorbAmount, blockAmount, resistAmount, isGlancing, isCrushing)
	-- Get a local reference to the current profile.
	local currentProfile = MSBTProfiles.currentProfile

	local effectSettings, amount
	local partialEffectText = ""

	-- Partial Absorb
	if (absorbAmount) then
		effectSettings = currentProfile.absorb
		amount = absorbAmount

	-- Partial Block
	elseif (blockAmount) then
		effectSettings = currentProfile.block
		amount = blockAmount

	-- Partial Resist
	elseif (resistAmount) then
		effectSettings = currentProfile.resist
		amount = resistAmount
	end

	-- Set the partial effect text if there are settings for it, it's enabled, and it's valid.
	local trailer = effectSettings and effectSettings.trailer
	if (trailer and not effectSettings.disabled) then
		-- Shorten amount with SI suffixes or separate into digit groups depending on options.
		local formattedAmount = amount
		if (currentProfile.shortenNumbers) then
			formattedAmount = ShortenNumber(formattedAmount, currentProfile.shortenNumberPrecision)
		elseif (currentProfile.groupNumbers) then
			formattedAmount = FormatLargeNumber(formattedAmount)
		end

		-- Substitute the amount into the trailer.
		trailer = string_gsub(trailer, "%%a", formattedAmount)

		-- Color the text if coloring isn't disabled.
		if (not currentProfile.partialColoringDisabled) then
			partialEffectText = string_format("|cFF%02x%02x%02x%s|r", effectSettings.colorR * 255, effectSettings.colorG * 255, effectSettings.colorB * 255, trailer)
		else
			partialEffectText = trailer
		end
	end


	-- Clear the effect settings and trailer.
	effectSettings = nil
	trailer = nil

	-- Glancing hit
	if (isGlancing) then
		effectSettings = currentProfile.glancing

	-- Crushing blow
	elseif (isCrushing) then
		effectSettings = currentProfile.crushing
	end

	-- Append the crushing/glancing text if there are settings for it, it's enabled, and it's valid.
	trailer = effectSettings and effectSettings.trailer
	if (trailer and not effectSettings.disabled) then
		-- Color the text if coloring isn't disabled.
		if (not currentProfile.partialColoringDisabled) then
			partialEffectText = partialEffectText .. string_format("|cFF%02x%02x%02x%s|r", effectSettings.colorR * 255, effectSettings.colorG * 255, effectSettings.colorB * 255, trailer)
		else
			partialEffectText = partialEffectText .. trailer
		end
	end

	return partialEffectText
end


-- ****************************************************************************
-- Formats an event with the parameters.
-- ****************************************************************************
local function FormatEvent(message, amount, damageType, overhealAmount, overkillAmount, powerType, name, class, effectName, partialEffects, mergeTrailer, ignoreDamageColoring, hideSkills, hideNames)
	-- Get a local reference to the current profile.
	local currentProfile = MSBTProfiles.currentProfile
	local checkParens

	-- Substitute amount.
	if (amount and string_find(message, "%a", 1, true)) then
		-- Check if there is overheal information and displaying it is enabled.
		local partialAmount = ""
		if (overhealAmount and overhealAmount > 0 and not currentProfile.overheal.disabled) then
			-- Deduct the overheal amount from the total amount healed.
			amount = amount - overhealAmount

			-- Shorten overheal amount with SI suffixes or separate into digit groups depending on options.
			partialAmount = overhealAmount
			if (currentProfile.shortenNumbers) then
				partialAmount = ShortenNumber(partialAmount, currentProfile.shortenNumberPrecision)
			elseif (currentProfile.groupNumbers) then
				partialAmount = FormatLargeNumber(partialAmount)
			end

			-- Color it with the correct color if coloring is enabled.
			local overhealSettings = currentProfile.overheal
			partialAmount = string_gsub(overhealSettings.trailer, "%%a", partialAmount)
			if (not currentProfile.partialColoringDisabled) then
				partialAmount = string_format("|cFF%02x%02x%02x%s|r", overhealSettings.colorR * 255, overhealSettings.colorG * 255, overhealSettings.colorB * 255, partialAmount)
			end

		-- No overheal so check if there is overkill information and displaying it is enabled.
		elseif (overkillAmount and overkillAmount > 0 and not currentProfile.overkill.disabled) then
			-- Deduct the overkill amount from the total amount of damage done.
			amount = amount - overkillAmount

			-- Shorten overkill amount with SI suffixes or separate into digit groups depending on options.
			partialAmount = overkillAmount
			if (currentProfile.shortenNumbers) then
				partialAmount = ShortenNumber(partialAmount, currentProfile.shortenNumberPrecision)
			elseif (currentProfile.groupNumbers) then
				partialAmount = FormatLargeNumber(partialAmount)
			end

			-- Color it with the correct color if coloring is enabled.
			local overkillSettings = currentProfile.overkill
			partialAmount = string_gsub(overkillSettings.trailer, "%%a", partialAmount)
			if (not currentProfile.partialColoringDisabled) then
				partialAmount = string_format("|cFF%02x%02x%02x%s|r", overkillSettings.colorR * 255, overkillSettings.colorG * 255, overkillSettings.colorB * 255, partialAmount)
			end
		end


		-- Make sure to show positive amounts for eclipse energy since it can be negative.
		local formattedAmount = amount
		--if (powerType == powerTypes["ECLIPSE"]) then formattedAmount = math_abs(amount) end

		-- Shorten amount with SI suffixes or separate into digit groups depending on options.
		if (currentProfile.shortenNumbers) then
			formattedAmount = ShortenNumber(formattedAmount, currentProfile.shortenNumberPrecision)
		elseif (currentProfile.groupNumbers) then
			formattedAmount = FormatLargeNumber(formattedAmount)
		end

		-- Get the hex color for the damage type if there is one and coloring is enabled.
		if (damageType and not ignoreDamageColoring and not currentProfile.damageColoringDisabled) then
			-- Color the amount according to the damage type if there is one and it's enabled.
			local damageSettings = currentProfile[damageColorProfileEntries[damageType]]
			if (damageSettings and not damageSettings.disabled) then
				formattedAmount = string_format("|cFF%02x%02x%02x%s|r", damageSettings.colorR * 255, damageSettings.colorG * 255, damageSettings.colorB * 255, formattedAmount)
			end
		end -- Damage type and damage coloring is enabled.

		-- Substitute all %a event codes with the amount.
		message = string_gsub(message, "%%a", formattedAmount .. partialAmount)
	end -- Substitute amount.


	-- Substitute power type.
	if (powerType and string_find(message, "%p", 1, true)) then
		local powerString = _G[powerTokens[powerType] or "UNKNOWN"]
		--if (powerType == powerTypes["ECLIPSE"]) then powerString = amount and (amount > 0 and BALANCE_POSITIVE_ENERGY or BALANCE_NEGATIVE_ENERGY) or UNKNOWN end
		message = string_gsub(message, "%%p", powerString or UNKNOWN)
	end


	-- Substitute names.
	if (name and string_find(message, "%n", 1, true)) then
		if (hideNames) then
			message = string_gsub(message, "%s?%-?%s?%%n", "")
			checkParens = true
		else
			-- Strip realm from names.
			if (string_find(name, "-", 1, true)) then name = string_gsub(name, "(.-)%-.*", "%1") end

			-- Color the name according to the class if there is one and it's enabled.
			if (class and not currentProfile.classColoringDisabled) then
				local classSettings = currentProfile[class]
				if (classSettings and not classSettings.disabled) then name = string_format("|cFF%02x%02x%02x%s|r", classSettings.colorR * 255, classSettings.colorG * 255, classSettings.colorB * 255, name) end
			end

			-- Substitute all %n event codes with the name.
			message = string_gsub(message, "%%n", name)
		end
	else
		message = string_gsub(message, "%%n", "")
		checkParens = true
	end


	-- Substitute effect names.
	if (effectName and string_find(message, "%e", 1, true)) then message = string_gsub(message, "%%e", effectName) end


	-- Substitute skill names.
	if (effectName) then
		if (string_find(message, "%s", 1, true)) then
			-- Hide skill names if there is an icon for it and the option is set.
			if (hideSkills) then
				message = string_gsub(message, "%s?%-?%s?%%sl?%s?%-?%s?", "")
				checkParens = true
			else
				-- Use the user defined substitution for the ability if there is one.
				local isChanged
				if (currentProfile.abilitySubstitutions[effectName]) then
					effectName = currentProfile.abilitySubstitutions[effectName]
					isChanged = true
				end

				-- Do long substitutions.
				if (string_find(message, "%sl", 1, true)) then message = string_gsub(message, "%%sl", effectName) end

				-- Abbreviate skill for English if it wasn't user substituted and abbreviation is enabled.
				if (isEnglish and not isChanged and currentProfile.abbreviateAbilities) then
					effectName = AbbreviateSkillName(effectName)
				end

				-- Do remaining substitutions.
				message = string_gsub(message, "%%s", effectName)
			end
		end
	end


	-- Remove empty parenthesis left frame ignoring event codes.
	if (checkParens) then
		message = string_gsub(message, "%(%)", "")
		message = string_gsub(message, "%[%]", "")
		message = string_gsub(message, "%{%}", "")
		message = string_gsub(message, "%<%>", "")
	end


	-- Substitute damage types.
	if (damageType and string_find(message, "%t", 1, true)) then message = string_gsub(message, "%%t", damageTypeMap[damageType] or STRING_SCHOOL_UNKNOWN) end


	-- Append partial effects if there are any.
	if (partialEffects) then message = message .. partialEffects end


	-- Append the merge trailer if there is one.
	if (mergeTrailer) then message = message .. mergeTrailer end

	-- Return the formatted message.
	return message
end


-- ****************************************************************************
-- Returns the event type prefix and affected unit name for events that
-- can be incoming or outgoing.
-- ****************************************************************************
local function GetInOutEventData(parserEvent)
	local eventTypeString, affectedUnitName, affectedUnitClass

	-- Get the information for whether the event is incoming or outgoing.
	if (parserEvent.recipientUnit == "player") then
		affectedUnitName = parserEvent.sourceName
		eventTypeString = "INCOMING"
		affectedUnitClass = classMap[parserEvent.sourceGUID]
	elseif (parserEvent.sourceUnit == "player") then
		affectedUnitName = parserEvent.recipientName
		eventTypeString = "OUTGOING"
		affectedUnitClass = classMap[parserEvent.recipientGUID]
	elseif (parserEvent.recipientUnit == "pet") then
		affectedUnitName = parserEvent.sourceName
		eventTypeString = "PET_INCOMING"
		affectedUnitClass = classMap[parserEvent.sourceGUID]
	elseif (parserEvent.sourceUnit == "pet") then
		affectedUnitName = parserEvent.recipientName
		eventTypeString = "PET_OUTGOING"
		affectedUnitClass = classMap[parserEvent.recipientGUID]
	end

	return eventTypeString, affectedUnitName, affectedUnitClass
end


-- ****************************************************************************
-- Detect all power gains.
-- ****************************************************************************
local function DetectPowerGain(powerAmount, powerType)
	-- Get the event settings.
	local eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_POWER_GAIN

	-- Don't do anything if the event is disabled or the power type is invalid.
	if (eventSettings.disabled or not powerType) then return end

	-- Display the power change if it is a gain.
	local lastPowerAmount = lastPowerAmounts[powerType] or 65535
	if (powerAmount > lastPowerAmount) then
		DisplayEvent(eventSettings, FormatEvent(eventSettings.message, powerAmount - lastPowerAmount, nil, nil, nil, powerType, nil, nil, UNKNOWN))
	end
end

-- ****************************************************************************
-- Handle combo point changes.
-- ****************************************************************************
local function HandleComboPoints(amount, powerType)
	-- Get the correct event settings.
	local eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_CP_GAIN
	local maxAmount = UnitPowerMax("player", powerType)
	if (amount == maxAmount) then eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_CP_FULL end
	-- Don't do anything if the event is disabled.
	if (eventSettings.disabled) then return end
	-- Don't do anything if 0 CP
	if (amount == 0) then return end
	-- Display the event.
	if amount <= 0 then
		return
	end

	DisplayEvent(eventSettings, FormatEvent(eventSettings.message, amount))
end

-- ****************************************************************************
-- Handle light force changes.
-- ****************************************************************************
local function HandleChi(amount, powerType)
	-- Get the correct event settings.
	local eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_CHI_CHANGE
	local maxAmount = UnitPowerMax("player", powerType)
	if (amount == maxAmount) then eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_CHI_FULL end

	-- Don't do anything if the event is disabled.
	if (eventSettings.disabled) then return end

	-- Display the event.
	if amount <= 0 then
		return
	end

	DisplayEvent(eventSettings, FormatEvent(eventSettings.message, amount))
end

-- ****************************************************************************
-- Handle arcane power changes.
-- ****************************************************************************
local function HandleArcanePower(amount, powerType)
	-- Get the correct event settings.
	local eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_AC_CHANGE
	local maxAmount = UnitPowerMax("player", powerType)
	if (amount == maxAmount) then eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_AC_FULL end

	-- Don't do anything if the event is disabled.
	if (eventSettings.disabled) then return end

	-- Display the event.
	if amount <= 0 then
		return
	end

	DisplayEvent(eventSettings, FormatEvent(eventSettings.message, amount))
end

-- ****************************************************************************
-- Handle holy power changes.
-- ****************************************************************************
local function HandleHolyPower(amount, powerType)
	-- Get the correct event settings.
	local eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_HOLY_POWER_CHANGE
	local maxAmount = UnitPowerMax("player", powerType)
	if (amount == maxAmount) then eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_HOLY_POWER_FULL end

	-- Don't do anything if the event is disabled.
	if (eventSettings.disabled) then return end

	-- Don't do anything if 0 Holy Power
	if (amount == 0) then return end

	-- Display the event.
	if amount <= 0 then
		return
	end

	DisplayEvent(eventSettings, FormatEvent(eventSettings.message, amount))
end

-- ****************************************************************************
-- Handle monster emotes.
-- ****************************************************************************
local function HandleMonsterEmotes(emoteString)
	-- Get the event settings.
	local eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_MONSTER_EMOTE

	-- Don't do anything if the event is disabled.
	if (eventSettings.disabled) then return end

	-- Loop through all of the recent emotes and remove the old ones.
	local now = GetTime()
	for emote, cleanupTime in pairs(recentEmotes) do
		if (now >= cleanupTime) then recentEmotes[emote] = nil end
	end

	-- Don't do anything if the emote has already been shown within the specified time frame.
	if (recentEmotes[emoteString]) then return end

	-- Display the event and add it to the recent emotes list.
	DisplayEvent(eventSettings, FormatEvent(eventSettings.message, nil, nil, nil, nil, nil, nil, nil, emoteString))
	recentEmotes[emoteString] = now + EMOTE_HOLD_TIME
end


-- ****************************************************************************
-- Merges like combat events.
-- ****************************************************************************
local function MergeEvents(numEvents, currentProfile)
	-- Holds an unmerged event and whether or not to merge it.
	local unmergedEvent
	local doMerge = false

	-- Don't attempt to merge any more events than were available when the function was called since
	-- more events may get added while the merge is taking place.
	for i = 1, numEvents do
		-- Get the unmerged event.
		unmergedEvent = unmergedEvents[i]

		-- Loop through all of the events in the merged events array.
		for _, mergedEvent in ipairs(mergedEvents) do
			-- Check if the event types match.
			if (unmergedEvent.eventType == mergedEvent.eventType) then
				-- Check if there is no skill name.
				if (not unmergedEvent.effectName) then
					-- Set the merge flag if the affected unit name is the same.
					if ((unmergedEvent.name == mergedEvent.name) and unmergedEvent.name) then doMerge = true end

				-- The skill names match.
				elseif (unmergedEvent.effectName == mergedEvent.effectName) then
					-- Change the name to the multiple targets string if the names don't match.
					if (unmergedEvent.name ~= mergedEvent.name) then mergedEvent.name = L.MSG_MULTIPLE_TARGETS end

					-- Clear the class if they don't match.
					if (unmergedEvent.class ~= mergedEvent.class) then mergedEvent.class = nil end

					-- Set the merge flag.
					doMerge = true
				end
			end -- Event types match.

			-- Check if the event should be merged.
			if (doMerge) then
				-- Clear partial effects.
				mergedEvent.partialEffects = nil

				-- Set the event merged flag for the event being merged.
				unmergedEvent.eventMerged = true

				-- Total the amount if there is one.
				if (unmergedEvent.amount) then mergedEvent.amount = (mergedEvent.amount or 0) + unmergedEvent.amount end

				-- Total the overheal amount if there is one.
				if (unmergedEvent.overhealAmount) then mergedEvent.overhealAmount = (mergedEvent.overhealAmount or 0) + unmergedEvent.overhealAmount end

				-- Increment the number of merged events.
				mergedEvent.numMerged = mergedEvent.numMerged + 1

				-- Increment the number of crits if the event being merged is a crit. Clear the crit flag for the merged event if it isn't.
				if (unmergedEvent.isCrit) then mergedEvent.numCrits = mergedEvent.numCrits + 1 else mergedEvent.isCrit = false end

				-- Break out of the merged events loop since the event has been merged.
				break
			end -- Do Merge.
		end -- Loop through merged events.

		-- Add the event to the end of the merged events array if it wasn't merged.
		if (not doMerge) then
			unmergedEvent.numMerged = 0

			-- Set the number of crits depending on if the event is a crit or not.
			if (unmergedEvent.isCrit) then unmergedEvent.numCrits = 1 else unmergedEvent.numCrits = 0 end

			-- Add the event to the end of the merged events array.
			mergedEvents[#mergedEvents+1] = unmergedEvent
		end

		-- Reset the event merge flag.
		doMerge = false
	end -- Loop through unmerged events.


	-- Append merge trailer information to the merged events if enabled.
	if not (currentProfile.hideMergeTrailer) then
		for _, mergedEvent in ipairs(mergedEvents) do
			-- Check if there were any events merged.
			if (mergedEvent.numMerged > 0) then
				-- Create the crit trailer text if there were any crits.
				local critTrailer = ""
				if (mergedEvent.numCrits > 0) then
					critTrailer = string_format(", %d %s", mergedEvent.numCrits, mergedEvent.numCrits == 1 and L.MSG_CRIT or L.MSG_CRITS)
				end

				-- Set the event's merge trailer field.
				mergedEvent.mergeTrailer = string_format(" [%d %s%s]", mergedEvent.numMerged + 1, L.MSG_HITS, critTrailer)
			end -- Events were merged.
		end -- Loop through merged events.
	end

	-- Remove the processed events from unmerged events queue.
	for i = 1, numEvents do
		-- Recycle the unmerged event if it was merged.
		if (unmergedEvents[1].eventMerged) then
			EraseTable(unmergedEvents[1])
			combatEventCache[#combatEventCache+1] = unmergedEvents[1]
		end

		-- Remove the event from the unmerged events array.
		table_remove(unmergedEvents, 1)
	end
end


-------------------------------------------------------------------------------
-- Event handlers.
-------------------------------------------------------------------------------

-- ****************************************************************************
-- Handles damage parser events.
-- ****************************************************************************
local function DamageHandler(parserEvent, currentProfile)
	-- Setup info for whether the event is incoming or outgoing.
	local eventTypeString, affectedUnitName, affectedUnitClass = GetInOutEventData(parserEvent)

	-- Ignore the event if it doesn't pertain to the player or their pet.
	if (not eventTypeString) then return end

	-- Ignore the event if the damage amount is under the damage threshold to be shown.
	if (parserEvent.amount and parserEvent.amount < currentProfile.damageThreshold) then return end

	-- Recharacterize hunter auto shots to melee damage.
	local skillID = parserEvent.skillID
	if (skillID == SPELLID_AUTOSHOT) then skillID = nil end

	-- Append the spell prefix if there is a skill.
	if (skillID) then eventTypeString = eventTypeString .. "_SPELL" end

	-- Append correct damage suffix.
	eventTypeString = eventTypeString .. (parserEvent.isDoT and "_DOT" or parserEvent.isDamageShield and "_DAMAGE_SHIELD" or "_DAMAGE")

	return eventTypeString, parserEvent.skillName, affectedUnitName, affectedUnitClass, true
end


-- ****************************************************************************
-- Handles miss parser events.
-- ****************************************************************************
local function MissHandler(parserEvent, currentProfile)
	-- Setup info for whether the event is incoming or outgoing.
	local eventTypeString, affectedUnitName, affectedUnitClass = GetInOutEventData(parserEvent)

	-- Ignore the event if it doesn't pertain to the player or their pet.
	if (not eventTypeString) then return end

	-- Recharacterize hunter auto shots to melee damage.
	local skillID = parserEvent.skillID
	if (skillID == SPELLID_AUTOSHOT) then skillID = nil end

	-- Append the spell prefix if there is a skill.
	if (skillID) then eventTypeString = eventTypeString .. "_SPELL" end

	-- Append the miss type.
	eventTypeString = eventTypeString .. "_" .. parserEvent.missType

	return eventTypeString, parserEvent.skillName, affectedUnitName, affectedUnitClass, true
end


-- ****************************************************************************
-- Handles heal parser events.
-- ****************************************************************************
local function HealHandler(parserEvent, currentProfile)
	-- Setup info for whether the event is incoming or outgoing.
	local eventTypeString, affectedUnitName, affectedUnitClass = GetInOutEventData(parserEvent)

	-- Ignore the event if it doesn't pertain to the player or their pet.
	if (not eventTypeString) then return end

	local isHoT = parserEvent.isHoT
	local amount = parserEvent.amount
	if (amount) then
		-- Ignore the event if the heal amount is under the healing threshold to be shown.
		if (amount < currentProfile.healThreshold) then return end

		-- Calculate the effective heal amount.
		local overhealAmount = parserEvent.overhealAmount
		local effectiveHealAmount = overhealAmount and (amount - overhealAmount) or amount

		-- Ignore the event if the effective heal amount is zero and the appropriate
		-- hide full overheals option is set.
		if (effectiveHealAmount == 0) then
			if (not isHoT and currentProfile.hideFullOverheals) then return end
			if (isHoT and currentProfile.hideFullHoTOverheals) then return end
		end
	end

	-- Slicing out self-cast heals into their own thing.
	if (parserEvent.sourceName == parserEvent.recipientName) then
		eventTypeString = "SELF"
	end

	-- Append hot suffix if it's a hot.
	eventTypeString = eventTypeString .. (isHoT and "_HOT" or "_HEAL")

	return eventTypeString, parserEvent.skillName, affectedUnitName, affectedUnitClass, true
end


-- ****************************************************************************
-- Handles interrupt parser events.
-- ****************************************************************************
local function InterruptHandler(parserEvent, currentProfile)
	-- Setup info for whether the event is incoming or outgoing.
	local eventTypeString, affectedUnitName, affectedUnitClass = GetInOutEventData(parserEvent)

	-- Ignore the event if it doesn't pertain to the player or their pet.
	if (not eventTypeString) then return end

	-- Append interrupt suffix.
	eventTypeString = eventTypeString .. "_SPELL_INTERRUPT"

	return eventTypeString, parserEvent.extraSkillName, affectedUnitName, affectedUnitClass
end


-- ****************************************************************************
-- Handles environmental parser events.
-- ****************************************************************************
local function EnvironmentalHandler(parserEvent, currentProfile)
	-- Ignore the event if it isn't the player.
	if (parserEvent.recipientUnit ~= "player") then return end

	return "INCOMING_ENVIRONMENTAL", parserEvent.hazardType
end


-- ****************************************************************************
-- Handles aura parser events.
-- ****************************************************************************
local function AuraHandler(parserEvent, currentProfile)
	local eventTypeString, affectedUnitName, affectedUnitClass
	local effectName = parserEvent.skillName

	-- Aura is pertaining to the player.
	if (parserEvent.recipientUnit == "player") then
		-- Ignore auras that don't provide useful information.
		if (ignoreAuras[parserEvent.skillName] and parserEvent.sourceUnit == "player") then return end

		-- Ignore the event if it's suppressed due to a trigger.
		if (triggerSuppressions[effectName]) then return end

		-- Set notification buff/debuff.
		eventTypeString = "NOTIFICATION_" .. parserEvent.auraType

		-- Append stack or fade prefix if needed.
		if (not parserEvent.isFade) then
			if (parserEvent.isDose) then eventTypeString = eventTypeString .. "_STACK" end
		else
			eventTypeString = eventTypeString .. "_FADE"
		end

	-- Aura is pertaining to another unit.
	else
		-- Ignore the event if it's suppressed due to a trigger.
		if (triggerSuppressions[effectName]) then return end

		-- Ignore the event if it isn't for the current target.
		if (not TestFlagsAll(parserEvent.recipientFlags, MSBTParser.TARGET_TARGET)) then return end

		-- Ignore the event if it's a friendly unit.
		if (not UnitIsEnemy("player", "target")) then return end

		-- Ignore the event if it's not a buff gain.
		if (parserEvent.auraType ~= "BUFF" or parserEvent.isFade == true) then return end

		-- Loop through all of the recent enemy buff gains and remove the old ones.
		local now = GetTime()
		for buff, cleanupTime in pairs(recentEnemyBuffs) do
			if (now >= cleanupTime) then recentEnemyBuffs[buff] = nil end
		end

		-- Ignore the event if it has already been shown within the specified time frame.
		if (recentEnemyBuffs[effectName]) then return end

		-- Add the event to the recent enemy buffs list.
		recentEnemyBuffs[effectName] = now + ENEMY_BUFF_HOLD_TIME

		eventTypeString = "NOTIFICATION_ENEMY_BUFF"
		affectedUnitName = parserEvent.recipientName
		affectedUnitClass = classMap[parserEvent.recipientGUID]
	end -- Player or enemy check.

	return eventTypeString, effectName, affectedUnitName, affectedUnitClass
end


-- ****************************************************************************
-- Handles enchant parser events.
-- ****************************************************************************
local function EnchantHandler(parserEvent, currentProfile)
	-- Ignore the event if it isn't the player.
	if (parserEvent.recipientUnit ~= "player") then return end

	-- Set the item buff event type and append fade suffix if the enchant is fading.
	local eventTypeString = "NOTIFICATION_ITEM_BUFF"
	if (parserEvent.isFade) then eventTypeString = eventTypeString .. "_FADE" end

	return eventTypeString, parserEvent.skillName
end


-- ****************************************************************************
-- Handles dispel parser events.
-- ****************************************************************************
local function DispelHandler(parserEvent, currentProfile)
	-- Get the correct dispel event.
	local eventTypeString
	if (parserEvent.sourceUnit == "player") then
		eventTypeString = "OUTGOING_DISPEL"
	elseif (parserEvent.sourceUnit == "pet") then
		eventTypeString = "PET_OUTGOING_DISPEL"
	else
		-- Ignore the event if it isn't from the player or their pet.
		return
	end

	return eventTypeString, parserEvent.extraSkillName, parserEvent.recipientName, classMap[parserEvent.recipientGUID]
end


-- ****************************************************************************
-- Handles power parser events.
-- ****************************************************************************
local function PowerHandler(parserEvent, currentProfile)
	-- Handle certain power types such as holy power, shadow orbs, and chi uniquely.
	if (uniquePowerTypes[parserEvent.powerType] ~= nil) then return end

	-- Ignore the event if all power gains are being shown.
	if (currentProfile.showAllPowerGains) then return end

	-- Ignore the event it doesn't affect the player and set the correct amount.
	local amount
	if (parserEvent.isLeech) then
		if (parserEvent.sourceUnit ~= "player") then return end
		amount = parserEvent.extraAmount
	else
		if (parserEvent.recipientUnit ~= "player") then return end
		amount = parserEvent.amount
	end

	if amount == 0 then
		return
	end

	-- Ignore the event if the power change is under the threshold to be shown.
	-- Take the absolute value to ensure negative power amounts such as Lunar Energy are handled correctly.
	if (amount and math_abs(amount) < currentProfile.powerThreshold) then return end

	-- Use a different event for alternate power.
	local eventTypePrefix = "NOTIFICATION_POWER_"
	if (parserEvent.powerType == powerTypes["ALTERNATE_POWER"]) then eventTypePrefix = "NOTIFICATION_ALT_POWER_" end

	-- Append gain or loss suffix.
	local eventTypeString = eventTypePrefix .. (parserEvent.isDrain and "LOSS" or "GAIN")

	return eventTypeString, parserEvent.skillName, nil, nil, true
end


-- ****************************************************************************
-- Handles kill parser events.
-- ****************************************************************************
local function KillHandler(parserEvent, currentProfile)
	-- Ignore the event if it isn't a kill from the player.
	if (parserEvent.sourceUnit ~= "player") then return end

	-- Ignore the event if it is a player guardian (Hunter snakes, etc).
	if (TestFlagsAll(parserEvent.recipientFlags, bit_bor(MSBTParser.UNITTYPE_GUARDIAN, MSBTParser.CONTROL_HUMAN))) then return end

	-- Ignore the event if it is the player's pet to prevent killing blow events due to sacrifices (Death Knight ghoul, etc).
	if (parserEvent.recipientUnit == "pet") then return end

	-- Figure out the event type depending on whether a player or the server
	-- controlled the unit that was killed.
	local eventTypeString = "NOTIFICATION_"
	eventTypeString = eventTypeString .. (TestFlagsAll(parserEvent.recipientFlags, MSBTParser.CONTROL_SERVER) and "NPC" or "PC")
	eventTypeString = eventTypeString .. "_KILLING_BLOW"

	return eventTypeString, nil, parserEvent.recipientName, classMap[parserEvent.recipientGUID]
end


-- ****************************************************************************
-- Handles honor parser events.
-- ****************************************************************************
local function HonorHandler(parserEvent, currentProfile)
	-- Ignore the event if it isn't for the player.
	if (parserEvent.recipientUnit ~= "player") then return end

	return "NOTIFICATION_HONOR_GAIN"
end


-- ****************************************************************************
-- Handles reputation parser events.
-- ****************************************************************************
local function ReputationHandler(parserEvent, currentProfile)
	-- Ignore the event if it isn't for the player.
	if (parserEvent.recipientUnit ~= "player") then return end

	-- Append loss or gain suffix.
	local eventTypeString = "NOTIFICATION_REP_" .. (parserEvent.isLoss and "LOSS" or "GAIN")
	return eventTypeString, parserEvent.factionName
end


-- ****************************************************************************
-- Handles proficiency parser events.
-- ****************************************************************************
local function ProficiencyHandler(parserEvent, currentProfile)
	-- Ignore the event if it isn't for the player.
	if (parserEvent.recipientUnit ~= "player") then return end

	return "NOTIFICATION_SKILL_GAIN", parserEvent.skillName
end


-- ****************************************************************************
-- Handles experience parser events.
-- ****************************************************************************
local function ExperienceHandler(parserEvent, currentProfile)
	-- Ignore the event if it isn't for the player.
	if (parserEvent.recipientUnit ~= "player") then return end

	return "NOTIFICATION_EXPERIENCE_GAIN"
end


-- ****************************************************************************
-- Handles extra attacks parser events.
-- ****************************************************************************
local function ExtraAttacksHandler(parserEvent, currentProfile)
	-- Ignore the event if it isn't for the player.
	if (parserEvent.sourceUnit ~= "player") then return end

	return "NOTIFICATION_EXTRA_ATTACK", parserEvent.skillName
end


-- ****************************************************************************
-- Parser events handler.
-- ****************************************************************************
local function ParserEventsHandler(parserEvent)
	-- Get a local reference to the current profile.
	local currentProfile = MSBTProfiles.currentProfile

	-- Information regarding how to display the event.
	local eventTypeString, effectName, affectedUnitName, affectedUnitClass, mergeEligible

	-- Local copy for faster access.
	local eventType = parserEvent.eventType

	-- Call the correct handler for the event type if there is one.
	local handler = eventHandlers[eventType]
	if (handler) then
		eventTypeString, effectName, affectedUnitName, affectedUnitClass, mergeEligible = handler(parserEvent, currentProfile)
	end

	-- Ignore the event if it is unrecognized.
	if (not eventTypeString) then return end

	-- Ignore the event if there is a skill name and it's suppressed.
	if (effectName and currentProfile.abilitySuppressions[effectName]) then return end

	-- Ignore the event if there is no profile data for it, it's disabled, or the scroll area it's using is not active.
	local isCrit = parserEvent.isCrit
	local eventSettings = currentProfile.events[isCrit and eventTypeString .. "_CRIT" or eventTypeString]
	if (not eventSettings or eventSettings.disabled or not IsScrollAreaActive(eventSettings.scrollArea)) then return end

	-- Local copies for faster access.
	local damageType = parserEvent.damageType
	local skillID = parserEvent.skillID

	-- Recharacterize hunter auto shots to melee damage.
	if (skillID == SPELLID_AUTOSHOT) then
		skillID = nil
		effectName = nil
	end

	-- Ignore damage coloring on outgoing physical skills so they are easier to tell apart from auto attacks.
	local ignoreDamageColoring
	if (eventType == "damage" and parserEvent.sourceUnit == "player" and damageType == DAMAGETYPE_PHYSICAL and skillID) then ignoreDamageColoring = true end

	-- Set the damage type to the school of the fully absorbed skills.
	if (eventType == "miss" and parserEvent.missType == "ABSORB") then damageType = parserEvent.skillSchool or DAMAGETYPE_PHYSICAL end

	-- Get the formatted partial effects if it's a damage or environmental event.
	local partialEffects
	if (eventType == "damage" or eventType == "environmental") then
		partialEffects = FormatPartialEffects(parserEvent.absorbAmount, parserEvent.blockAmount, parserEvent.resistAmount, parserEvent.isGlancing, parserEvent.isCrushing)
	end

	-- Attempt to get the texture for the event if icons are not disabled.
	local effectTexture
	if (not currentProfile.skillIconsDisabled and IsScrollAreaIconShown(eventSettings.scrollArea)) then
		if (skillID) then _, _, effectTexture = GetSpellInfo(skillID) end

		-- Override texture for dispels and interrupts.
		if ((eventType == "dispel" or eventType == "interrupt" or (eventType == "miss" and parserEvent.missType == "RESIST")) and parserEvent.extraSkillID) then
			_, _, effectTexture = GetSpellInfo(parserEvent.extraSkillID)
		end
	end

	-- Event is not eligible to be merged so just display it now without processing the impossible fields.
	if (not mergeEligible) then
		local outputMessage = FormatEvent(eventSettings.message, parserEvent.amount, damageType, nil, nil, nil, affectedUnitName, affectedUnitClass, effectName)
		DisplayEvent(eventSettings, outputMessage, effectTexture)

	-- Event is eligible for merging, but is excluded so display it now with full processing.
	elseif (currentProfile.mergeExclusions[effectName] or (not effectName and currentProfile.mergeSwingsDisabled)) then
		-- Hide skill names according to the options if a texture is available.
		local hideSkills = effectTexture and not currentProfile.exclusiveSkillsDisabled or currentProfile.hideSkills
		local outputMessage = FormatEvent(eventSettings.message, parserEvent.amount, damageType, parserEvent.overhealAmount, parserEvent.overkillAmount, parserEvent.powerType, affectedUnitName, affectedUnitClass, effectName, partialEffects, nil, ignoreDamageColoring, hideSkills, currentProfile.hideNames)
		DisplayEvent(eventSettings, outputMessage, effectTexture)

	-- The event is eligible for merging.
	else
		-- Acquire a recycled table from cache or create a new one if there aren't any available in cache.
		local combatEvent = table_remove(combatEventCache) or {}

		-- Strip off-hand trailers so they merge with main hand strikes of the same name.
		-- Use a plain text search since it is faster than doing a full regular expression search.
		if (effectName and offHandTrailer and string_find(effectName, offHandTrailer, 1, true)) then
			effectName = string_gsub(effectName, offHandPattern, "")
		end


		-- Setup the combat event.
		combatEvent.eventType = eventTypeString
		combatEvent.isCrit = isCrit
		combatEvent.amount = parserEvent.amount
		combatEvent.effectName = effectName
		combatEvent.effectTexture = effectTexture
		combatEvent.name = affectedUnitName
		combatEvent.class = affectedUnitClass
		combatEvent.damageType = damageType
		combatEvent.ignoreDamageColoring = ignoreDamageColoring
		combatEvent.partialEffects = partialEffects
		combatEvent.overhealAmount = parserEvent.overhealAmount
		combatEvent.overkillAmount = parserEvent.overkillAmount
		combatEvent.powerType = parserEvent.powerType

		-- Throttle events according to user settings.
		if (effectName) then
			-- Get the duration the ability should be throttled for, if any.
			local throttleDuration = currentProfile.throttleList[effectName]

			-- Set throttle duration for power changes or dots/hots if there isn't a specific one set for the ability.
			if (not throttleDuration) then
				-- Use the dot throttle duration.
				if (parserEvent.isDoT and currentProfile.dotThrottleDuration > 0) then
					throttleDuration = currentProfile.dotThrottleDuration

				-- Use the hot throttle duration.
				elseif (parserEvent.isHoT and currentProfile.hotThrottleDuration > 0) then
					throttleDuration = currentProfile.hotThrottleDuration

				-- Use the power change throttle duration.
				elseif (parserEvent.powerType and currentProfile.powerThrottleDuration > 0) then
					throttleDuration = currentProfile.powerThrottleDuration
				end
			end

			-- Check if there is a throttle duration for the ability.
			if (throttleDuration and throttleDuration > 0) then
				-- Get throttle info for the ability. Create it if it hasn't already been.
				local throttledAbility = throttledAbilities[effectName]
				if (not throttledAbility) then
					throttledAbility = {}
					throttledAbility.throttleWindow = 0
					throttledAbility.lastEventTime = 0
					throttledAbilities[effectName] = throttledAbility
				end

				-- Throttle the event and exit if the throttle window for the ability hasn't elapsed.
				local now = GetTime()
				if (throttledAbility.throttleWindow > 0) then
						throttledAbility.lastEventTime = now
						throttledAbility[#throttledAbility+1] = combatEvent
						return

				-- The throttle window for the ability has elapsed.
				else
					-- Set the throttle window for the ability to its throttle duration.
					throttledAbility.throttleWindow = throttleDuration

					-- Check if the throttle frame is not visible and make it visible so the OnUpdate events start firing.
					-- This is done to keep the number of OnUpdate events down to a minimum for better performance.
					if (not throttleFrame:IsVisible()) then throttleFrame:Show() end

					-- Throttle the event and exit if it has been seen within the throttle duration.
					if (now - throttledAbility.lastEventTime < throttleDuration) then
						throttledAbility.lastEventTime = now
						throttledAbility[#throttledAbility+1] = combatEvent
						return
					end
				end
			end -- Has throttle duration.
		end -- Has effectName.

		-- Add event to the unmerged events for potential merging.
		unmergedEvents[#unmergedEvents+1] = combatEvent

		-- Check if the merge event frame is not visible and make it visible so the OnUpdate events start firing.
		-- This is done to keep the number of OnUpdate events down to a minimum for better performance.
		if (not eventFrame:IsVisible()) then eventFrame:Show() end
	end -- Merge eligibility.
end


-- ****************************************************************************
-- Called when the event frame is updated.
-- ****************************************************************************
local function OnUpdateEventFrame(this, elapsed)
	-- Increment the amount of time passed since the last update.
	lastMergeUpdate = lastMergeUpdate + elapsed

	-- If it's time for an update.
	if (lastMergeUpdate >= MERGE_DELAY_TIME) then
		-- Local references for faster access.
		local currentProfile = MSBTProfiles.currentProfile
		local hideNames = currentProfile.hideNames
		local exclusiveSkillsDisabled = currentProfile.exclusiveSkillsDisabled

		-- Merge like events.
		MergeEvents(#unmergedEvents, currentProfile)

		-- Display and recycle the merged events.
		local eventSettings, hideSkills, outputMessage
		for i, combatEvent in ipairs(mergedEvents) do
			eventSettings = currentProfile.events[combatEvent.isCrit and combatEvent.eventType .. "_CRIT" or combatEvent.eventType]
			hideSkills = combatEvent.effectTexture and not exclusiveSkillsDisabled or currentProfile.hideSkills
			outputMessage = FormatEvent(eventSettings.message, combatEvent.amount, combatEvent.damageType, combatEvent.overhealAmount, combatEvent.overkillAmount, combatEvent.powerType, combatEvent.name, combatEvent.class, combatEvent.effectName, combatEvent.partialEffects, combatEvent.mergeTrailer, combatEvent.ignoreDamageColoring, hideSkills, hideNames)
			DisplayEvent(eventSettings, outputMessage, combatEvent.effectTexture)
			mergedEvents[i] = nil
			EraseTable(combatEvent)
			combatEventCache[#combatEventCache+1] = combatEvent
		end

		-- Hide the frame if there are no remaining unmerged events so the OnUpdate events stop firing.
		-- This is done to keep the number of OnUpdate events down to a minimum for better performance.
		if (#unmergedEvents == 0) then this:Hide() end

		-- Reset the time since last update.
		lastMergeUpdate = 0
	end
end


-- ****************************************************************************
-- Called when the throttle frame is updated.
-- ****************************************************************************
local function OnUpdateThrottleFrame(this, elapsed)
	-- Increment the amount of time passed since the last update.
	lastThrottleUpdate = lastThrottleUpdate + elapsed

	-- If it's time for an update.
	if (lastThrottleUpdate >= THROTTLE_UPDATE_TIME) then
		-- Flag for whether there are any events currently throttled.
		local eventsThrottled

		-- Loop through all the throttled abilities.
		for _, throttledAbility in pairs(throttledAbilities) do
			-- Check if the ability is currently being throttled.
			if (throttledAbility.throttleWindow > 0) then
				-- Decrement the throttle window.
				throttledAbility.throttleWindow = throttledAbility.throttleWindow - lastThrottleUpdate

				-- Check if the throttle window has elapsed.
				if (throttledAbility.throttleWindow <= 0) then
					-- Add throttled events to the merging system if there are any.
					if (#throttledAbility > 0) then
						for i = 1, #throttledAbility do
							unmergedEvents[#unmergedEvents+1] = throttledAbility[i]
							throttledAbility[i] = nil
						end

						-- Check if the merge event frame is not visible and make it visible so the OnUpdate events start firing.
						-- This is done to keep the number of OnUpdate events down to a minimum for better performance.
						if (not eventFrame:IsVisible()) then eventFrame:Show() end
					end
				-- Ability is still throttled so set the flag.
				else
					eventsThrottled = true
				end
			end -- Ability is within its throttle window.
		end -- Loop through throttled abilities.


		-- Hide the frame if there are no remaining throttled events so the OnUpdate events stop firing.
		-- This is done to keep the number of OnUpdate events down to a minimum for better performance.
		if (not eventsThrottled) then this:Hide() end

		-- Reset the time since last update.
		lastThrottleUpdate = 0
	end
end


-- ****************************************************************************
-- Called when a unit's power changes.
-- ****************************************************************************
function eventFrame:UNIT_POWER_UPDATE(unitID, powerToken)
	-- Ignore the event if it isn't for the player.
	if (unitID ~= "player") then return end

	-- Ignore the event if it isn't for a known power type.
	local powerType = powerTypes[powerToken]
	if (not powerType) then return end

	-- Get the current power amount for the power type that changed.
	local powerAmount = UnitPower("player", powerType)

	local doFullDetect = true
	local lastPowerAmount = lastPowerAmounts[powerType]

	-- Handle chi uniquely.
	if (powerToken == "CHI" and playerClass == "MONK") then
		if (powerAmount ~= lastPowerAmount) then HandleChi(powerAmount, powerType) end
		doFullDetect = false

	-- Handle Holy Power uniquely.
	elseif (powerToken == "HOLY_POWER" and playerClass == "PALADIN") then
		if (powerAmount ~= lastPowerAmount) then HandleHolyPower(powerAmount, powerType) end
		doFullDetect = false

	-- Handle Combo Points uniquely.
	elseif (powerToken == "COMBO_POINTS" and playerClass == "ROGUE") then
		if (powerAmount ~= lastPowerAmount) then HandleComboPoints(powerAmount, powerType) end
		doFullDetect = false

	elseif (powerToken == "COMBO_POINTS" and playerClass == "DRUID") then
		if (powerAmount ~= lastPowerAmount) then HandleComboPoints(powerAmount, powerType) end
		doFullDetect = false

	-- Handle Arcane Charges uniquely.
	elseif (powerToken == "ARCANE_CHARGES" and playerClass == "MAGE") then
		if (powerAmount ~= lastPowerAmount) then HandleArcanePower(powerAmount, powerType) end
		doFullDetect = false

	end

	-- Detect power gains if show all power gains is enabled.
	if (doFullDetect and MSBTProfiles.currentProfile.showAllPowerGains) then DetectPowerGain(powerAmount, powerType) end
	lastPowerAmounts[powerType] = powerAmount
end


-- ****************************************************************************
-- Called when the player leaves combat.
-- ****************************************************************************
function eventFrame:PLAYER_REGEN_ENABLED()
	-- Get the event settings for leaving combat and display it if it isn't disabled.
	local eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_COMBAT_LEAVE
	if (not eventSettings.disabled) then DisplayEvent(eventSettings, eventSettings.message) end
end


-- ****************************************************************************
-- Called when the player enters combat.
-- ****************************************************************************
function eventFrame:PLAYER_REGEN_DISABLED()
	-- Get the event settings for entering combat and display it if it isn't disabled.
	local eventSettings = MSBTProfiles.currentProfile.events.NOTIFICATION_COMBAT_ENTER
	if (not eventSettings.disabled) then DisplayEvent(eventSettings, eventSettings.message) end
end


-- ****************************************************************************
-- Called when a unit's combo points change.
-- ****************************************************************************
function eventFrame:CHAT_MSG_MONSTER_EMOTE(message, sourceName)
	-- Ignore the event if it's not the current target.
	if (sourceName ~= UnitName("target")) then return end
	HandleMonsterEmotes(string_gsub(message, "%%s", sourceName))
end


-- ****************************************************************************
-- Enables the module.
-- ****************************************************************************
local function Enable()
	-- Register events to handle extra notifications.
	eventFrame:RegisterEvent("UNIT_POWER_UPDATE")
	eventFrame:RegisterEvent("PLAYER_REGEN_ENABLED")
	eventFrame:RegisterEvent("PLAYER_REGEN_DISABLED")
	eventFrame:RegisterEvent("CHAT_MSG_MONSTER_EMOTE")

	-- Register the parser events handler.
	MSBTParser.RegisterHandler(ParserEventsHandler)
end


-- ****************************************************************************
-- Disables the module.
-- ****************************************************************************
local function Disable()
	-- Stop receiving updates.
	eventFrame:Hide()
	eventFrame:UnregisterAllEvents()

	-- Unregister the parser events handler.
	MSBTParser.UnregisterHandler(ParserEventsHandler)
end


-------------------------------------------------------------------------------
-- Initialization.
-------------------------------------------------------------------------------

-- Setup event frame.
eventFrame:Hide()
eventFrame:SetScript("OnEvent", function (self, event, ...) if (self[event]) then self[event](self, ...) end end)
eventFrame:SetScript("OnUpdate", OnUpdateEventFrame)

-- Setup throttle frame.
throttleFrame:Hide()
throttleFrame:SetScript("OnUpdate", OnUpdateThrottleFrame)

-- Get the player's class.
_, playerClass = UnitClass("player")

-- Create the map of handlers to call for each event.
eventHandlers["damage"] = DamageHandler
eventHandlers["miss"] = MissHandler
eventHandlers["heal"] = HealHandler
eventHandlers["interrupt"] = InterruptHandler
eventHandlers["environmental"] = EnvironmentalHandler
eventHandlers["aura"] = AuraHandler
eventHandlers["enchant"] = EnchantHandler
eventHandlers["dispel"] = DispelHandler
eventHandlers["power"] = PowerHandler
eventHandlers["kill"] = KillHandler
eventHandlers["honor"] = HonorHandler
eventHandlers["reputation"] = ReputationHandler
eventHandlers["proficiency"] = ProficiencyHandler
eventHandlers["experience"] = ExperienceHandler
eventHandlers["extraattacks"] = ExtraAttacksHandler

-- Create the power tokens lookup map.
for powerToken, powerType in pairs(powerTypes) do
	powerTokens[powerType] = powerToken
end

-- Create map of power types that are handled uniquely.
uniquePowerTypes[Enum.PowerType.HolyPower] = true
uniquePowerTypes[Enum.PowerType.Chi] = true
uniquePowerTypes[Enum.PowerType.ComboPoints] = true
uniquePowerTypes[Enum.PowerType.ArcaneCharges] = true

-- Create damage type and damage color profile maps.
CreateDamageMaps()

-- Set the isEnglish flag correctly.
if (string_find(GetLocale(), "en..")) then isEnglish = true end

-- Add auras to always ignore.
ignoreAuras[SPELL_BLINK] = true
--ignoreAuras[SPELL_BLIZZARD] = true
--ignoreAuras[SPELL_HELLFIRE] = true
--ignoreAuras[SPELL_HURRICANE] = true
ignoreAuras[SPELL_RAIN_OF_FIRE] = true

-- Get localized off-hand trailer and convert to a lua search pattern.
if (SPELL_BLOOD_STRIKE ~= UNKNOWN) then
	--offHandTrailer = string_gsub(SPELL_BLOOD_STRIKE_OFF_HAND, SPELL_BLOOD_STRIKE, "")
	offHandPattern = string_gsub(SPELL_BLOOD_STRIKE, "([%^%(%)%.%[%]%*%+%-%?])", "%%%1")
end




-------------------------------------------------------------------------------
-- Module interface.
-------------------------------------------------------------------------------

-- Protected Variables.
module.damageTypeMap				= damageTypeMap
module.damageColorProfileEntries	= damageColorProfileEntries

-- Protected Functions.
module.Enable						= Enable
module.Disable						= Disable


------------------------------------------------------------------------------------
-- API.
-------------------------------------------------------------------------------

-- Public Constants.
MikSBT.DISPLAYTYPE_INCOMING			= "Incoming"
MikSBT.DISPLAYTYPE_OUTGOING			= "Outgoing"
MikSBT.DISPLAYTYPE_NOTIFICATION		= "Notification"
MikSBT.DISPLAYTYPE_STATIC			= "Static"

-- Public Functions.
MikSBT.RegisterFont					= MSBTMedia.RegisterFont
MikSBT.RegisterAnimationStyle		= MSBTAnimations.RegisterAnimationStyle
MikSBT.RegisterStickyAnimationStyle	= MSBTAnimations.RegisterStickyAnimationStyle
MikSBT.RegisterSound				= MSBTMedia.RegisterSound
MikSBT.IterateFonts					= MSBTMedia.IterateFonts
MikSBT.IterateScrollAreas			= MSBTAnimations.IterateScrollAreas
MikSBT.IterateSounds				= MSBTMedia.IterateSounds
MikSBT.DisplayMessage				= MSBTAnimations.DisplayMessage
MikSBT.IsModDisabled				= MSBTProfiles.IsModDisabled
