Commit graph

52 commits

Author SHA1 Message Date
Kelsi
5a2cb48b89 Fix NSIS shortcut backslash escaping in CPack config
CMake processes escape sequences twice: once reading CMakeLists.txt and
once loading the generated CPackConfig.cmake. Backslashes need four
levels of escaping (\\) to survive both passes and land as a single
backslash in the injected NSIS script.
2026-02-18 19:21:14 -08:00
Kelsi
1025e0cdfc Link ws2_32 to auth_probe and auth_login_probe on Windows 2026-02-18 19:12:16 -08:00
Kelsi
2e32312fb2 Fix Windows RC icon path and remove stray include in warden_module
Copy Wowee.ico into the build tree at configure time so llvm-rc can
resolve the relative assets\\wowee.ico path in wowee.rc. Also remove a
redundant #include <sys/mman.h> that was incorrectly placed inside a
function body.
2026-02-18 19:05:47 -08:00
Kelsi
fbb0b76362 Fix two packaging bugs
logger.hpp: extend ERROR macro push/pop region to cover entire header so
LogLevel::ERROR inside template bodies compiles correctly on Windows

CMakeLists.txt: move tool install() rules next to each target definition
so they run after the targets exist (fixes macOS 'target does not exist')
2026-02-18 18:29:34 -08:00
Kelsi
5b3b6df544 Add native installer packaging to CI for all platforms
Linux: DEB with /opt/wowee prefix and /usr/local/bin/wowee wrapper script
Windows x86-64: NSIS installer with DLL bundling and Start Menu shortcut
Windows ARM64: ZIP archive with bundled DLLs
macOS ARM64: .app bundle via dylibbundler + DMG via hdiutil

Assets are bundled into all packages (Original Music excluded). StormLib
is installed where available so asset_extract is included in packages.
2026-02-18 18:18:30 -08:00
Kelsi
aba701aeda Define GLM_ENABLE_EXPERIMENTAL globally for GTX extension compatibility 2026-02-18 17:49:52 -08:00
Kelsi
cb01821d89 Add Windows build support via MSYS2 and fix platform-specific code
Guard X11 display crash handler with __linux__, add Windows GlobalMemoryStatusEx
path in memory_monitor, guard warden cache paths with APPDATA on Windows, and
make pkg-config optional in CMakeLists with a find_library fallback. Add Windows
x86-64 CI job using MSYS2 MINGW64 to the build workflow.
2026-02-18 17:38:08 -08:00
Kelsi
d7e2b26af7 Unify asset system: one asset set, always high-res
Remove HDPackManager, expansion overlay manifests, and BLP size-comparison
logic. Assets now resolve through a single manifest with a simple override
directory (Data/override/) for future HD upgrades.
2026-02-15 04:18:34 -08:00
Kelsi
5e8384f34e Load WoW.exe PE image for Warden MEM_CHECK responses
Parse PE sections from WoW.exe into a flat virtual memory image so
MEM_CHECK returns real binary contents instead of zeros. Also mocks
KUSER_SHARED_DATA (0x7FFE026C) with Windows 7 version info.
2026-02-14 02:00:15 -08:00
Kelsi
430c2bdcfa Vanilla/Turtle WoW support: M2 loading, bone parsing, textures, auth
- Vanilla M2 bone struct (108 bytes) with 28-byte animation tracks
- Version-aware bone parsing (vanilla vs WotLK format detection)
- Fix CharSections.dbc field layout for vanilla (variation/color at 4-5)
- Remove broken CharSections.csv files (all fields marked as strings)
- Expansion data reload on profile switch (DBC cache clear, layout reload)
- Vanilla packet encryption (VanillaCrypt XOR-based header crypt)
- Extended character preview geoset range (0-99) for vanilla models
- DBC cache clear support in AssetManager
2026-02-13 16:53:28 -08:00
Kelsi
5435796a98 Add integrity hash support and SRP tuning options 2026-02-13 01:32:15 -08:00
Kelsi
6a44f02e0c Add authenticator opcode support + auth_probe tool 2026-02-13 00:55:36 -08:00
Kelsi
62a49644a5 Support PIN-required auth servers 2026-02-13 00:22:01 -08:00
Kelsi
f247d53309 Add expansion DBC CSVs, Turtle support, and server-specific login 2026-02-13 00:10:01 -08:00
Kelsi
7092844b5e Add multi-expansion support with data-driven protocol layer
Replace hardcoded WotLK protocol constants with a data-driven architecture
supporting Classic 1.12.1, TBC 2.4.3, and WotLK 3.3.5a. Each expansion
has JSON profiles for opcodes, update fields, and DBC layouts, plus C++
polymorphic packet parsers for binary format differences (movement flags,
speed fields, transport data, spline format, char enum layout).

Key components:
- ExpansionRegistry: scans Data/expansions/*/expansion.json at startup
- OpcodeTable: logical enum <-> wire values loaded from JSON
- UpdateFieldTable: field indices loaded from JSON per expansion
- DBCLayout: schema-driven DBC field lookups replacing magic numbers
- PacketParsers: WotLK/TBC/Classic parsers with correct flag positions
- Multi-manifest AssetManager: layered manifests with priority ordering
- HDPackManager: overlay texture packs with expansion compatibility
- Auth screen expansion picker replacing hardcoded version dropdown
2026-02-12 22:56:36 -08:00
Kelsi
aa16a687c2 Replace MPQ runtime with loose file asset system
Extract assets from MPQ archives into organized loose files indexed by
manifest.json, enabling fully parallel reads without StormLib serialization.
Add asset_extract and blp_convert tools, PNG texture override support.
2026-02-12 20:32:14 -08:00
Kelsi
ea69cac526 Add cross-platform x86 emulation via Unicorn Engine
Solves Linux execution limitation without Wine!

New Component: WardenEmulator
- Uses Unicorn Engine to emulate x86 CPU on any platform
- Can execute Windows Warden modules on Linux/macOS/ARM
- Provides sandboxed execution environment
- Intercepts Windows API calls with custom implementations

Features:
- CPU: x86 32-bit emulation via Unicorn
- Memory: Emulated address space (1MB stack, 16MB heap)
- API Hooks: VirtualAlloc, GetTickCount, ReadProcessMemory, etc.
- Safety: Module runs in isolated emulated environment
- Cross-platform: Works on Linux/macOS/Windows/ARM hosts

Architecture:
- Module code loaded into emulated memory at 0x400000
- Stack at 0x100000 (1MB)
- Heap at 0x200000 (16MB)
- API stubs at 0x70000000 (high memory)
- Intercept and provide Windows API implementations

Benefits vs Wine:
✓ Lightweight (no full Windows compatibility layer)
✓ Sandboxed (module can't harm host system)
✓ Cross-architecture (works on ARM, RISC-V, etc.)
✓ Full control over execution (can inspect/modify state)
✓ Easier debugging and analysis

Build:
- Added libunicorn-dev dependency
- Conditional compilation (HAVE_UNICORN)
- Falls back gracefully if Unicorn not available

Status: Infrastructure complete, ready for integration
Next: Connect WardenEmulator to WardenModule for real execution

Note: RSA modulus extraction script added but needs refinement
(current candidates are x86 code, not data section)
2026-02-12 03:01:36 -08:00
Kelsi
4b425f1225 Implement Warden module execution foundation (Phase 1 & 2)
Added architecture for loading and executing native x86 Warden modules:

New classes:
- WardenModule: Individual module loader with 8-step pipeline
   MD5 verification (working)
   RC4 decryption (working)
   RSA/zlib/exe-parsing/relocation/API-binding/execution (TODOs)
- WardenModuleManager: Module lifecycle and disk caching
  ~/.local/share/wowee/warden_cache/<MD5>.wdn
- WardenFuncList: Callback structure for module execution

Integration:
- Added wardenModuleManager_ to GameHandler
- Module manager initialized on startup
- Foundation ready for phases 3-7 (validation → execution)

Documentation:
- WARDEN_MODULE_ARCHITECTURE.md (comprehensive 7-phase roadmap)
- Estimated 2-3 months for full native code execution
- Alternative: packet capture approach (1-2 weeks)

Status: Crypto layer complete, execution layer TODO
2026-02-12 02:43:20 -08:00
Kelsi
b9147baca6 Implement full Warden anti-cheat crypto system (WoW 3.3.5a)
Add complete RC4 encryption/decryption for Warden packets with proper
module initialization, seed extraction, and encrypted check responses.

New components:
- WardenCrypto class: Handles RC4 cipher state for incoming/outgoing packets
- Module initialization: Extracts 16-byte seed from first SMSG_WARDEN_DATA
- Separate input/output RC4 ciphers with proper key derivation
- Enhanced module ACK: Sends encrypted acknowledgment with checksum

Updated GameHandler:
- First packet: Initialize crypto and send encrypted module ACK
- Subsequent packets: Decrypt checks, generate responses, encrypt replies
- Support for module info, hash checks, Lua checks, and memory scans
- Detailed logging of plaintext and encrypted data for debugging

Works with servers that:
- Use standard WoW 3.3.5a Warden protocol
- Accept crypto-based responses without module execution
- Have permissive or disabled Warden settings

Tested against Warmane (strict enforcement) and ready for less restrictive servers.
2026-02-12 02:09:15 -08:00
Kelsi
c20d5441d0 Fix transport update handling, add desktop/icon resources, and clean repo artifacts 2026-02-11 15:24:05 -08:00
Kelsi
2e923311d0 Add transport system, fix NPC spawning, and improve water rendering
Transport System (Phases 1-7):
- Implement TransportManager with Catmull-Rom spline path interpolation
- Add WMO dynamic transforms for moving transport instances
- Implement player attachment via world position composition
- Add test transport with circular path around Stormwind harbor
- Add /transport board and /transport leave console commands
- Reuse taxi flight spline system and external follow camera mode

NPC Spawn Fixes:
- Add smart ocean spawn filter: blocks land creatures at high altitude over water (Z>50)
- Allow legitimate water creatures at sea level (Z≤50) to spawn correctly
- Fixes Elder Grey Bears, Highland Striders, and Plainscreepers spawning over ocean
- Snap online creatures to terrain height when valid ground exists

NpcManager Removal:
- Remove deprecated NpcManager (offline mode no longer supported)
- Delete npc_manager.hpp and npc_manager.cpp
- Simplify NPC animation callbacks to use only creatureInstances_ map
- Move NPC callbacks to game initialization in application.cpp

Water Rendering:
- Fix tile seam gaps caused by per-vertex wave randomization
- Add distance-based blending: seamless waves up close (<150u), grid effect far away (>400u)
- Smooth transition between seamless and grid modes (150-400 unit range)
- Preserves aesthetic grid pattern at horizon while eliminating gaps when swimming
2026-02-10 21:29:10 -08:00
Kelsi
8e60d0e781 Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies
Add SkySystem coordinator that follows WoW's actual architecture where skyboxes
are authoritative and procedural elements serve as fallbacks. Integrate lighting
system across all renderers (terrain, WMO, M2, character) with unified parameters.

Sky System:
- SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare
- Skybox is authoritative (baked stars from M2 models, procedural fallback only)
- skyboxHasStars flag gates procedural star rendering (prevents double-star bug)

Celestial Bodies (Lore-Accurate):
- Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue)
- Deterministic moon phases from server gameTime (not deltaTime toys)
- Sun positioning driven by LightingManager directionalDir (DBC-sourced)
- Camera-locked sky dome (translation ignored, rotation applied)

Lighting Integration:
- Apply LightingManager params to WMO, M2, character renderers
- Unified lighting: directional light, diffuse color, ambient color, fog
- Star occlusion by cloud density (70% weight) and fog density (30% weight)

Documentation:
- Add comprehensive SKY_SYSTEM.md technical guide
- Update MEMORY.md with sky system architecture and anti-patterns
- Update README.md with WoW-accurate descriptions

Critical design decisions:
- NO latitude-based star rotation (Azeroth not modeled as spherical planet)
- NO always-on procedural stars (skybox authority prevents zone identity loss)
- NO universal dual-moon setup (map-specific celestial configurations)
2026-02-10 14:36:17 -08:00
Kelsi
69fa4c6e03 Implement WoW 3.3.5a DBC-driven lighting system
Add complete Blizzard-style time-of-day lighting pipeline:

Spatial Volume System (Light.dbc):
- Light volumes with position + inner/outer radius
- Distance-based weighting with smoothstep falloff
- Multi-volume blending (top 2 with normalized weights)
- X,Z,Y coordinate handling + LIGHT_COORD_SCALE for ×36 quirk
- Smooth zone transitions without popping

Profile Selection (LightParams.dbc):
- Weather variants: clear/rain/underwater
- Links to 18 color + 6 float band curves per profile
- Block indexing: LightParamsID × 18/6 + channel

Time-of-Day Band Sampling (LightIntBand/LightFloatBand):
- Half-minutes format (0-2879) with time clamping
- Keyframe interpolation with midnight wrap
- Wrap-safe initialization for edge cases
- BGR color unpacking

Multi-Volume Blending:
- Weighted sum of all lighting params
- Proper direction blending: normalize(sum(dir × weight))
- Blends ambient, diffuse, fog, sky, cloud density

Temporal Smoothing:
- Exponential blend to prevent frame snapping
- Smooths ALL parameters (colors, fog, direction, sky)

Game Time Support:
- Accepts server-sent game time (WoW standard)
- Falls back to local time if not provided
- Manual override for testing

Debug Features:
- Volume distance/weight logging
- Fog params logging
- Coordinate scale verification

Also: Move buff bar to top-left under player frame
2026-02-10 13:44:22 -08:00
Kelsi
71d14b77c9 Implement WoW-style 3D billboard quest markers
Replace 2D ImGui text markers with proper 3D billboard sprites using BLP textures.

Features:
- Billboard rendering using Interface\GossipFrame\ BLP textures (yellow !, yellow ?, grey ?)
- WoW-style visual effects: bob animation, distance-based scaling, glow pass, distance fade
- Proper NPC height positioning with bounding box detection
- Camera-facing quads with depth testing but no depth write
- Shader-based alpha modulation for glow and fade effects

Technical changes:
- Created QuestMarkerRenderer class with billboard sprite system
- Integrated into Renderer initialization for both online and offline terrain loading
- Rewrote updateQuestMarkers() to use billboard system instead of M2 models
- Disabled old 2D ImGui renderQuestMarkers() in game_screen.cpp
- Added debug logging for initialization and marker tracking

Quest markers now render with proper WoW visual fidelity.
2026-02-09 23:41:38 -08:00
Kelsi
9741c8ee7c Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.

Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab

Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00
Kelsi
1e23370c0e Add movement sound manager for water splashes and jump/land vocalizations
Implements water splash sounds (enter water + footsteps) with size-based intensity and jump/land vocalizations for all 16 race/gender combinations.
2026-02-09 16:50:37 -08:00
Kelsi
f1e7f75141 Add comprehensive spell sound manager with 35+ magic sounds
Implemented complete spell casting audio system with all magic schools:

Magic schools supported:
- Fire: Precast (Low/Medium/High), Cast, Fireball impacts
- Frost: Precast (Low/Medium/High), Cast, Blizzard impacts
- Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels)
- Nature: Precast (Low/Medium/High), Cast
- Shadow: Precast (Low/Medium/High), Cast
- Arcane: Precast, Arcane Missile impacts
- Physical: Non-magical abilities

Spell phases:
- Precast: Channeling/preparation sounds (before cast)
- Cast: Spell release sounds (when spell fires)
- Impact: Spell hit sounds (when spell hits target)

Power levels:
- Low: Weak spells, low level abilities
- Medium: Standard power spells
- High: Powerful high-level spells

Sound coverage (35+ sounds):
- 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane)
- 5 cast sounds (one per school)
- 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3)

Technical details:
- Loads 35+ sound files from Sound\Spells directory
- Simple API: playPrecast(school, power), playCast(school), playImpact(school, power)
- Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc.
- Random variation selection for impacts
- Volume at 0.75 with global scale control
- Ready for integration with spell casting system

Usage examples:
```cpp
// Full spell sequence
spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH);
// ... cast time ...
spellSoundManager->playCast(MagicSchool::FIRE);
// ... projectile travel ...
spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH);

// Convenience methods
spellSoundManager->playFireball();
spellSoundManager->playHeal();
```

This adds essential magic feedback for spell casting gameplay!
2026-02-09 16:45:30 -08:00
Kelsi
da249d5be0 Add comprehensive combat sound manager with weapon swings and impacts
Implemented complete combat audio system with 40+ combat sounds:

Weapon swing sounds (whooshes):
- Small weapons (1H): 3 variations + crit
- Medium weapons (2H): 3 variations + crit
- Large weapons (heavy 2H): 3 variations + crit
- Miss whooshes: separate 1H/2H sounds

Impact sounds by armor type:
- Flesh (unarmored/cloth): 3 variations + crit
- Chain armor: 3 variations + crit
- Plate armor: 3 variations + crit
- Shield blocks: 3 variations + crit
- Metal weapon parries: 1 sound
- Wood impacts: 3 variations
- Stone impacts: 3 variations

Emote sounds:
- Clap: 7 variations

Technical details:
- Loads 40+ sound files from Sound\Item\Weapons and Sound\Character
- Simple API: playWeaponSwing(size, isCrit), playImpact(size, type, isCrit)
- Random variation selection for non-crit sounds
- Volume at 0.8 with global scale control
- Crit sounds play 1.2x louder for emphasis
- Uses 1H axe impact sounds as base (similar across weapon types)
- Ready for integration with combat system

Usage examples:
```cpp
combatSoundManager->playWeaponSwing(WeaponSize::SMALL, false);
combatSoundManager->playImpact(WeaponSize::MEDIUM, ImpactType::PLATE, true);
combatSoundManager->playWeaponMiss(true);  // 2H miss
combatSoundManager->playClap();
```

This adds essential combat audio feedback for melee combat!
2026-02-09 16:38:50 -08:00
Kelsi
011b33c7f8 Add comprehensive UI sound manager for interface interactions
Implemented complete UI sound system with 32+ interface sounds:

Window sounds (10 types):
- Bag open/close (backpack, containers)
- Quest log open/close
- Character sheet open/close
- Auction house open/close
- Guild bank open/close

Button sounds (2 types):
- Interface button clicks
- Main menu button clicks

Quest sounds (4 types):
- Quest activate (new quest accepted)
- Quest complete (quest turned in)
- Quest failed
- Quest update (progress notification)

Loot sounds (3 types):
- Coin pickup (small/large amounts)
- Item loot from creatures

Item sounds (6 types):
- Drop item on ground
- Pickup sounds by item type: bags, books, cloth, food, gems

Eating/Drinking (2 types):
- Eating food sound
- Drinking potion/water sound

Special sounds:
- Level up fanfare
- Error/invalid action feedback
- Target select/deselect

Technical details:
- Loads 32 sound files from Sound\Interface directory
- Volume at 0.7 with global scale control
- Simple API: playBagOpen(), playQuestComplete(), etc.
- Ready for integration with UI systems and game events
- Can be hooked to ImGui windows, inventory actions, quest system
2026-02-09 16:30:47 -08:00
Kelsi
dab23f1895 Add ambient sound system and eliminate log spam
- Implement AmbientSoundManager with tavern/outdoor ambience
- Fix audio buffer limit (5s → 60s) for long ambient loops
- Set log level to INFO to eliminate DEBUG spam (130MB → 3.2MB logs)
- Remove excessive terrain/model/network logging
- Fix ambient sound timer sharing and pitch parameter bugs
2026-02-09 14:50:14 -08:00
Kelsi
eb288d2064 Implement NPC greeting voice lines
Added NPC voice manager that plays greeting sounds when clicking on NPCs:

Features:
- Voice line library with multiple race/gender voice types (Human, Dwarf,
  Night Elf, etc.)
- 3D positional audio - voice comes from NPC location
- Cooldown system prevents spam clicking same NPC
- Randomized pitch/volume for variety
- Loads greeting sounds from character voice files in MPQ
- Generic fallback voices for NPCs without specific voice types

Voice lines trigger automatically when gossip window opens (SMSG_GOSSIP_MESSAGE).
Uses same audio system as other sound effects with ma_sound_set_position.
2026-02-09 01:29:44 -08:00
Kelsi
c95c3db03a Add mount dust particle effects
Implemented dust cloud particles that spawn at mount feet when running
on the ground, similar to the original WoW. Features:

- Brownish/tan dust particles using point sprite rendering
- Spawn rate proportional to movement speed
- Particles rise up, drift backward, and fade out naturally
- Only active when mounted, moving, and on ground (not flying)
- Smooth particle animation with size growth and alpha fade

Uses similar particle system architecture as swim effects with
GL_POINTS rendering and custom shaders for soft circular particles.
2026-02-09 01:24:17 -08:00
Kelsi
f9ba6aa1b0 Add MountSoundManager skeleton for mount audio
Implement framework for playing mount sounds (flapping, galloping) based on mount type and movement state. Actual sound playback to be implemented next.
2026-02-09 01:04:53 -08:00
Kelsi
bd3f1921d1 Replace process-spawning audio with miniaudio for non-blocking playback
Eliminates severe stuttering from fork/exec + disk I/O by streaming audio directly from memory using miniaudio library.
2026-02-09 00:40:50 -08:00
Kelsi
c047446fb7 Add dynamic memory-based asset caching and aggressive loading
- Add MemoryMonitor class for dynamic cache sizing based on available RAM
- Increase terrain load radius to 8 tiles (17x17 grid, 289 tiles)
- Scale worker threads to 75% of logical cores (no cap)
- Increase cache budget to 80% of available RAM, max file size to 50%
- Increase M2 render distance: 1200 units during taxi, 800 when >2000 instances
- Fix camera positioning during taxi flights (external follow mode)
- Add 2-second landing cooldown to prevent re-entering taxi mode on lag
- Update interval reduced to 33ms for faster streaming responsiveness

Optimized for high-memory systems while scaling gracefully to lower-end hardware.
Cache and render distances now fully utilize available VRAM on minimum spec GPUs.
2026-02-08 23:15:26 -08:00
Kelsi
643611ee79 Add mount system and crash mouse-release handler
Render mount M2 model under player with seated animation, apply creature
skin textures, server-driven speed via SMSG_FORCE_RUN_SPEED_CHANGE, and
/dismount command. X11 XUngrabPointer on crash/hang to always release mouse.
2026-02-07 17:59:40 -08:00
kelsi davis
545cfbbc0e Upgrade to C++20 and fix all compilation warnings
- Upgrade from C++17 to C++20
- Remove unused helper functions (selectSpawnPreset, parseVec3Csv, parseYawPitchCsv)
- Mark unused parameters with [[maybe_unused]] attribute
- Remove unused variables (nameColor, currentRace, steppingUp, steppingDown, awayFromWallMotion)
- Fix all -Wunused-* warnings

Build now completes with zero warnings.
2026-02-07 11:43:37 -08:00
kelsi davis
99d5f9a33a Remove single-player mode to focus on multiplayer
Removed all single-player/offline mode functionality:
- Removed ~2,200 lines of SQLite database code
- Removed 11 public SP methods from GameHandler
- Removed SP member variables and state flags
- Removed SP UI elements (auth screen button, game settings)
- Removed SQLite3 build dependency
- Deleted docs/single-player.md
- Updated documentation (README, FEATURES, CHANGELOG)

Files modified:
- src/game/game_handler.cpp: 2,852 lines (down from 4,921)
- include/game/game_handler.hpp: Removed SP API
- src/core/application.cpp/hpp: Removed startSinglePlayer()
- src/ui/*: Removed SP UI logic
- CMakeLists.txt: Removed SQLite3

All online multiplayer features preserved and tested.
2026-02-06 23:52:16 -08:00
Kelsi
caeb6f56f7 Fix hair/vendor/loot bugs, revamp spellbook with tabs and icons, clean up action bar, add talent placeholder
- Fix white hair: always override M2 type-6 texture with DBC hair texture when available
- Fix vendor sell: add sellPrice to ItemDef/ItemTemplateRow, use directly instead of empty cache
- Fix empty loot: skip loot window when corpse has no items and no gold
- Revamp spellbook (P key): tabbed UI (General/Active/Passive), spell icons from SpellIcon.dbc, rank text
- Clean up action bar: only auto-populate Attack and Hearthstone, rest assigned via spellbook
- Add talent placeholder (N key): 3-tab window with level/talent point display
- Fix ffplay cleanup: non-blocking waitpid with SIGKILL fallback to prevent orphaned audio processes
- Fix pre-existing getQualityColor visibility for loot window rendering
2026-02-06 16:04:25 -08:00
Kelsi
7128ea1417 Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log
Split inventory into bags-only (B key) and character screen (C key). Vendor window
auto-opens bags with sell prices on hover and right-click to sell. Add camera intro
pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes.
Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and
creature fade-in/movement interpolation for online mode.
2026-02-06 13:47:03 -08:00
Kelsi
9c8b202595 Add ZLIB linking and file logging support
- Add ZLIB find_package and linking for addon compression
- Add file logging to logs/wowee.log
2026-02-05 21:03:27 -08:00
Kelsi
8c3aa6542e Play looping MP4 behind auth screen 2026-02-05 15:34:29 -08:00
Kelsi
0ff34364b6 Add sqlite single-player persistence with autosave 2026-02-05 14:55:42 -08:00
Kelsi
0605d1522d Add character creation screen with race/class/appearance customization
Implements a full character creation UI integrated into the existing flow.
In single-player mode, auth screen now goes to character creation before
entering the world. In online mode, a "Create Character" button on the
character selection screen sends CMSG_CHAR_CREATE to the server. Includes
WoW 3.3.5a race/class combo validation and appearance range limits.
2026-02-05 14:13:48 -08:00
Kelsi
affcfcfce1 Add interactive world map with continent/zone navigation 2026-02-04 22:27:45 -08:00
Kelsi
4bc5064515 Add spellbook, fix WMO floor clipping, and polish UI/visuals
- Add spellbook screen (P key) with Spell.dbc name lookup and action bar assignment
- Default Attack and Hearthstone spells available in single player
- Fix WMO floor clipping (gryphon roost) by tightening ceiling rejection threshold
- Darken ocean water, increase wave motion and opacity
- Add M2 model distance fade-in to prevent pop-in
- Reposition chat window, add slash/enter key focus
- Remove debug key commands (keep only F1 perf HUD, N minimap)
- Performance: return chat history by const ref, use deque for O(1) pop_front
2026-02-04 11:31:08 -08:00
Kelsi
c49bb58e47 Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:

- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
  name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
  tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
  cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
  /invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface

Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:31:03 -08:00
Kelsi
6bf3fa4ed4 Add Windows cross-platform support alongside Linux
Replace POSIX-specific socket and process APIs with portable
abstractions so the project builds on both Windows and Linux.

- Add include/network/net_platform.hpp: Winsock2/POSIX socket
  abstraction (socket types, non-blocking, error handling,
  WSAStartup lifecycle)
- Add include/platform/process.hpp: CreateProcess/fork+exec
  abstraction for spawning ffplay subprocesses
- Update network module (tcp_socket, world_socket) to use
  portable socket helpers instead of raw POSIX calls
- Update audio module (music_manager, footstep_manager,
  activity_sound_manager) to use portable process helpers
  instead of fork/exec/kill/waitpid
- Replace hardcoded /tmp/ paths with std::filesystem::temp_directory_path()
- Link ws2_32 and SDL2main on Windows in CMakeLists.txt
2026-02-03 22:25:41 -08:00
Kelsi
8bc50818a9 Implement activity SFX and decouple camera orbit from movement facing 2026-02-03 19:49:56 -08:00
Kelsi
dfb1f3cfdc Add WoW-style footsteps and improve third-person movement/collision 2026-02-03 14:55:32 -08:00