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No commits in common. "master" and "v0.4.2-preview" have entirely different histories.

372 changed files with 25190 additions and 105624 deletions

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@ -1,47 +0,0 @@
# clang-tidy configuration for WoWee
# Targets C++20. Checks are tuned for a Vulkan/game-engine codebase:
# - reinterpret_cast, pointer arithmetic, and magic numbers are frequent
# in low-level graphics/network code, so the most aggressive
# cppcoreguidelines and readability-magic-numbers checks are disabled.
---
Checks: >
bugprone-*,
clang-analyzer-*,
performance-*,
modernize-use-nullptr,
modernize-use-override,
modernize-use-default-member-init,
modernize-use-emplace,
modernize-loop-convert,
modernize-deprecated-headers,
modernize-make-unique,
modernize-make-shared,
modernize-use-nodiscard,
modernize-use-designated-initializers,
readability-braces-around-statements,
readability-container-size-empty,
readability-delete-null-pointer,
readability-else-after-return,
readability-misplaced-array-index,
readability-non-const-parameter,
readability-redundant-control-flow,
readability-redundant-declaration,
readability-simplify-boolean-expr,
readability-string-compare,
-bugprone-easily-swappable-parameters,
-clang-analyzer-security.insecureAPI.DeprecatedOrUnsafeBufferHandling,
-performance-avoid-endl
WarningsAsErrors: ''
# Suppress the noise from GCC-only LTO flags in compile_commands.json.
# clang doesn't support -fno-fat-lto-objects; this silences the harmless warning.
ExtraArgs:
- -std=c++20
- -Wno-ignored-optimization-argument
HeaderFilterRegex: '^.*/include/.*\.hpp$'
CheckOptions:
- key: modernize-use-default-member-init.UseAssignment
value: true

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@ -0,0 +1 @@
{"sessionId":"55a28c7e-8043-44c2-9829-702f303c84ba","pid":3880168,"acquiredAt":1773085726967}

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@ -1,50 +0,0 @@
# .dockerignore — Exclude files from the Docker build context.
# Keeps the context small and prevents leaking build artifacts or secrets.
# Build outputs
build/
cache/
# Git history
.git/
.gitignore
.github/
# Large external directories (fetched at build time inside the container)
extern/FidelityFX-FSR2/
extern/FidelityFX-SDK/
# IDE / editor files
.vscode/
.idea/
*.swp
*.swo
*~
.DS_Store
# Documentation (not needed for build)
docs/
*.md
!container/*.md
# Test / tool outputs
logs/
# Host build scripts that run outside the container (not needed inside)
build.sh
build.bat
build.ps1
rebuild.sh
rebuild.bat
rebuild.ps1
clean.sh
debug_texture.*
extract_assets.*
extract_warden_rsa.py
restart-worldserver.sh
test.sh
# macOS SDK tarballs that may be temporarily placed here
*.tar.xz
*.tar.gz
*.tar.bz2

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@ -7,7 +7,6 @@ on:
branches: [master]
env:
FORCE_JAVASCRIPT_ACTIONS_TO_NODE24: true
WOWEE_AMD_FSR2_REPO: https://github.com/GPUOpen-Effects/FidelityFX-FSR2.git
WOWEE_AMD_FSR2_REF: master
WOWEE_FFX_SDK_REPO: https://github.com/Kelsidavis/FidelityFX-SDK.git

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@ -4,9 +4,6 @@ on:
push:
tags: ['v*']
env:
FORCE_JAVASCRIPT_ACTIONS_TO_NODE24: true
permissions:
contents: write

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@ -7,9 +7,6 @@ on:
branches: [master]
workflow_dispatch:
env:
FORCE_JAVASCRIPT_ACTIONS_TO_NODE24: true
permissions:
contents: read

27
.gitignore vendored
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@ -1,6 +1,5 @@
# Build directories
build/
build-debug/
build-sanitize/
bin/
lib/
@ -35,9 +34,6 @@ Makefile
*.app
wowee
# Claude Code internal state
.claude/
# IDE files
.vscode/
.idea/
@ -46,28 +42,12 @@ wowee
*~
.DS_Store
# Compilation database (regenerated by cmake)
compile_commands.json
# Language server caches
.ccls
.ccls-cache/
.cache/clangd/
# Tags
tags
TAGS
.tags
cscope.out
# External dependencies (except submodules and vendored headers)
extern/*
!extern/.gitkeep
!extern/imgui
!extern/vk-bootstrap
!extern/vk_mem_alloc.h
!extern/lua-5.1.5
!extern/VERSIONS.md
# ImGui state
imgui.ini
@ -120,10 +100,3 @@ node_modules/
# Python cache artifacts
tools/__pycache__/
*.pyc
# artifacts
.codex-loop/
# Local agent instructions
AGENTS.md
codex-loop.sh

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@ -1,8 +0,0 @@
# Vendored third-party code (frozen releases, not ours to modify)
extern/lua-5.1.5/
extern/imgui/
extern/stb_image.h
extern/stb_image_write.h
extern/vk-bootstrap/
extern/FidelityFX-FSR2/
extern/FidelityFX-SDK/

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@ -12,7 +12,7 @@ This document provides platform-specific build instructions for WoWee.
sudo apt update
sudo apt install -y \
build-essential cmake pkg-config git \
libsdl2-dev libglm-dev \
libsdl2-dev libglew-dev libglm-dev \
libssl-dev zlib1g-dev \
libvulkan-dev vulkan-tools glslc \
libavcodec-dev libavformat-dev libavutil-dev libswscale-dev \
@ -28,7 +28,7 @@ sudo apt install -y \
```bash
sudo pacman -S --needed \
base-devel cmake pkgconf git \
sdl2 glm openssl zlib \
sdl2 glew glm openssl zlib \
vulkan-headers vulkan-icd-loader vulkan-tools shaderc \
ffmpeg unicorn stormlib
```
@ -83,7 +83,7 @@ Vulkan on macOS is provided via MoltenVK (a Vulkan-to-Metal translation layer),
which is included in the `vulkan-loader` Homebrew package.
```bash
brew install cmake pkg-config sdl2 glm openssl@3 zlib ffmpeg unicorn \
brew install cmake pkg-config sdl2 glew glm openssl@3 zlib ffmpeg unicorn \
stormlib vulkan-loader vulkan-headers shaderc
```
@ -137,6 +137,7 @@ pacman -S --needed \
mingw-w64-x86_64-ninja \
mingw-w64-x86_64-pkgconf \
mingw-w64-x86_64-SDL2 \
mingw-w64-x86_64-glew \
mingw-w64-x86_64-glm \
mingw-w64-x86_64-openssl \
mingw-w64-x86_64-zlib \
@ -173,7 +174,7 @@ For users who prefer Visual Studio over MSYS2.
### vcpkg Dependencies
```powershell
vcpkg install sdl2 glm openssl zlib ffmpeg stormlib --triplet x64-windows
vcpkg install sdl2 glew glm openssl zlib ffmpeg stormlib --triplet x64-windows
```
### Clone

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@ -1,85 +0,0 @@
# Changelog
## [Unreleased] — changes since v1.8.9-preview
### Architecture
- Break Application::getInstance() singleton from GameHandler via GameServices struct
- EntityController refactoring (SOLID decomposition)
- Extract 8 domain handler classes from GameHandler
- Replace 3,300-line switch with dispatch table
- Multi-platform Docker build system (Linux, macOS arm64/x86_64, Windows cross-compilation)
### Bug Fixes (v1.8.2v1.8.9)
- Fix VkTexture ownsSampler_ flag after move/destroy (prevented double-free)
- Fix unsigned underflow in Warden PE section loading (buffer overflow on malformed modules)
- Add bounds checks to Warden readLE32/readLE16 (out-of-bounds on untrusted PE data)
- Fix undefined behavior: SDL_BUTTON(0) computed 1 << -1 (negative shift)
- Fix BigNum::toHex/toDecimal null dereference on OpenSSL allocation failure
- Remove duplicate zone weather entry silently overwriting Dustwallow Marsh
- Fix LLVM apt repo codename (jammy→noble) in macOS Docker build
- Add missing mkdir in Linux Docker build script
- Clamp player percentage stats (block/dodge/parry/crit) to prevent NaN from corrupted packets
- Guard fsPath underflow in tryLoadPngOverride
### Code Quality (v1.8.2v1.8.9)
- 30+ named constants replacing magic numbers across game, rendering, and pipeline code
- 55+ why-comments documenting WoW protocol quirks, format specifics, and design rationale
- 8 DRY extractions (findOnUseSpellId, createFallbackTextures, finalizeSampler,
renderClassRestriction/renderRaceRestriction, and more)
- Scope macOS -undefined dynamic_lookup linker flag to wowee target only
- Replace goto patterns with structured control flow (do/while(false), lambdas)
- Zero out GameServices in Application::shutdown to prevent dangling pointers
---
## [v1.8.1-preview] — 2026-03-23
### Performance
- Eliminate ~70 unnecessary sqrt ops per frame; constexpr reciprocals and cache optimizations
- Skip bone animation for LOD3 models; frustum-cull water surfaces
- Eliminate per-frame heap allocations in M2 renderer
- Convert entity/skill/DBC/warden maps to unordered_map; fix 3x contacts scan
- Eliminate double map lookups and dynamic_cast in render loops
- Use second GPU queue for parallel texture/buffer uploads
- Time-budget tile finalization to prevent 1+ second main-loop stalls
- Add Vulkan pipeline cache persistence for faster startup
### Bug Fixes
- Fix spline parsing with expansion context; preload DBC caches at world entry
- Fix NPC/player attack animation to use weapon-appropriate anim ID
- Fix equipment visibility and follow-target run speed
- Fix inspect (packed GUID) and client-side auto-walk for follow
- Fix mail money uint64, other-player cape textures, zone toast dedup, TCP_NODELAY
- Guard spline point loop against unsigned underflow; guard hexDecode/stoi/stof
- Fix infinite recursion in toLowerInPlace and operator precedence bugs
- Fix 3D audio coords for PLAY_OBJECT_SOUND; correct melee swing sound paths
- Prevent Vulkan sampler exhaustion crash; skip pipeline cache on NVIDIA
- Skip FSR3 frame gen on non-AMD GPUs to prevent driver crash
- Fix chest GO interaction (send GAMEOBJ_USE+LOOT together)
- Restore WMO wall collision threshold; fix off-screen bag positions
- Guard texture log dedup sets with mutex for thread safety
- Fix lua_pcall return check in ACTIONBAR_PAGE_CHANGED
### Features
- Render equipment on other players (helmets, weapons, belts, wrists, shoulders)
- Target frame right-click context menu
- Crafting sounds and Create All button
- Server-synced bag sort
- Log GPU vendor/name at init
### Security
- Add path traversal rejection and packet length validation
### Code Quality
- Packet API: add readPackedGuid, writePackedGuid, writeFloat, getRemainingSize,
hasRemaining, hasData, skipAll (replacing 1300+ verbose expressions)
- GameHandler helpers: isInWorld, isPreWotlk, guidToUnitId, lookupName,
getUnitByGuid, fireAddonEvent, withSoundManager
- Dispatch table: registerHandler, registerSkipHandler, registerWorldHandler,
registerErrorHandler (replacing 120+ lambda wrappers)
- Shared ui_colors.hpp with named constants replacing 200+ inline color literals
- Promote 50+ static const arrays to constexpr across audio/core/rendering/UI
- Deduplicate class name/color functions, enchantment cache, item-set DBC keys
- Extract settings tabs, GameHandler::update() phases, loadWeaponM2 into methods
- Remove 12 duplicate dispatch registrations and C-style casts
- Extract toHexString, toLowerInPlace, duration formatting, Lua return helpers

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@ -1,5 +1,5 @@
cmake_minimum_required(VERSION 3.15)
project(wowee VERSION 1.0.0 LANGUAGES C CXX)
project(wowee VERSION 1.0.0 LANGUAGES CXX)
include(GNUInstallDirs)
set(CMAKE_CXX_STANDARD 20)
@ -248,98 +248,34 @@ endif()
find_package(SDL2 REQUIRED)
find_package(Vulkan QUIET)
if(NOT Vulkan_FOUND)
# For Windows cross-compilation the host pkg-config finds the Linux libvulkan-dev
# and injects /usr/include as an INTERFACE_INCLUDE_DIRECTORY, which causes
# MinGW clang to pull in glibc headers (bits/libc-header-start.h) instead of
# the MinGW sysroot headers. Skip the host pkg-config path entirely and instead
# locate Vulkan via vcpkg-installed vulkan-headers or the MinGW toolchain.
if(CMAKE_CROSSCOMPILING AND WIN32)
# The cross-compile build script generates a Vulkan import library
# (libvulkan-1.a) in ${CMAKE_BINARY_DIR}/vulkan-import from the headers.
set(_VULKAN_IMPORT_DIR "${CMAKE_BINARY_DIR}/vulkan-import")
find_package(VulkanHeaders CONFIG QUIET)
if(VulkanHeaders_FOUND)
if(NOT TARGET Vulkan::Vulkan)
add_library(Vulkan::Vulkan INTERFACE IMPORTED)
endif()
# Vulkan::Headers is provided by vcpkg's vulkan-headers port and carries
# the correct MinGW include path — no Linux system headers involved.
set_property(TARGET Vulkan::Vulkan APPEND PROPERTY
INTERFACE_LINK_LIBRARIES Vulkan::Headers)
# Link against the Vulkan loader import library (vulkan-1.dll).
if(EXISTS "${_VULKAN_IMPORT_DIR}/libvulkan-1.a")
# Fallback: some distros / CMake versions need pkg-config to locate Vulkan.
find_package(PkgConfig QUIET)
if(PkgConfig_FOUND)
pkg_check_modules(VULKAN_PKG vulkan)
if(VULKAN_PKG_FOUND)
add_library(Vulkan::Vulkan INTERFACE IMPORTED)
set_target_properties(Vulkan::Vulkan PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${VULKAN_PKG_INCLUDE_DIRS}"
INTERFACE_LINK_LIBRARIES "${VULKAN_PKG_LIBRARIES}"
)
if(VULKAN_PKG_LIBRARY_DIRS)
set_property(TARGET Vulkan::Vulkan APPEND PROPERTY
INTERFACE_LINK_DIRECTORIES "${_VULKAN_IMPORT_DIR}")
set_property(TARGET Vulkan::Vulkan APPEND PROPERTY
INTERFACE_LINK_LIBRARIES vulkan-1)
INTERFACE_LINK_DIRECTORIES "${VULKAN_PKG_LIBRARY_DIRS}")
endif()
set(Vulkan_FOUND TRUE)
message(STATUS "Found Vulkan headers for Windows cross-compile via vcpkg VulkanHeaders")
else()
# Last-resort: check the LLVM-MinGW toolchain sysroot directly.
find_path(_VULKAN_MINGW_INCLUDE NAMES vulkan/vulkan.h
PATHS /opt/llvm-mingw/x86_64-w64-mingw32/include NO_DEFAULT_PATH)
if(_VULKAN_MINGW_INCLUDE)
if(NOT TARGET Vulkan::Vulkan)
add_library(Vulkan::Vulkan INTERFACE IMPORTED)
endif()
set_target_properties(Vulkan::Vulkan PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${_VULKAN_MINGW_INCLUDE}")
# Link against the Vulkan loader import library (vulkan-1.dll).
if(EXISTS "${_VULKAN_IMPORT_DIR}/libvulkan-1.a")
set_property(TARGET Vulkan::Vulkan APPEND PROPERTY
INTERFACE_LINK_DIRECTORIES "${_VULKAN_IMPORT_DIR}")
set_property(TARGET Vulkan::Vulkan APPEND PROPERTY
INTERFACE_LINK_LIBRARIES vulkan-1)
endif()
set(Vulkan_FOUND TRUE)
message(STATUS "Found Vulkan headers in LLVM-MinGW sysroot: ${_VULKAN_MINGW_INCLUDE}")
endif()
endif()
elseif(CMAKE_CROSSCOMPILING AND CMAKE_SYSTEM_NAME STREQUAL "Darwin")
# macOS cross-compilation: use vcpkg-installed vulkan-headers.
# The host pkg-config would find Linux libvulkan-dev headers which the
# macOS cross-compiler cannot use (different sysroot).
find_package(VulkanHeaders CONFIG QUIET)
if(VulkanHeaders_FOUND)
if(NOT TARGET Vulkan::Vulkan)
add_library(Vulkan::Vulkan INTERFACE IMPORTED)
endif()
set_property(TARGET Vulkan::Vulkan APPEND PROPERTY
INTERFACE_LINK_LIBRARIES Vulkan::Headers)
set(Vulkan_FOUND TRUE)
message(STATUS "Found Vulkan headers for macOS cross-compile via vcpkg VulkanHeaders")
endif()
else()
# Fallback: some distros / CMake versions need pkg-config to locate Vulkan.
find_package(PkgConfig QUIET)
if(PkgConfig_FOUND)
pkg_check_modules(VULKAN_PKG vulkan)
if(VULKAN_PKG_FOUND)
add_library(Vulkan::Vulkan INTERFACE IMPORTED)
set_target_properties(Vulkan::Vulkan PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES "${VULKAN_PKG_INCLUDE_DIRS}"
INTERFACE_LINK_LIBRARIES "${VULKAN_PKG_LIBRARIES}"
)
if(VULKAN_PKG_LIBRARY_DIRS)
set_property(TARGET Vulkan::Vulkan APPEND PROPERTY
INTERFACE_LINK_DIRECTORIES "${VULKAN_PKG_LIBRARY_DIRS}")
endif()
set(Vulkan_FOUND TRUE)
message(STATUS "Found Vulkan via pkg-config: ${VULKAN_PKG_LIBRARIES}")
endif()
message(STATUS "Found Vulkan via pkg-config: ${VULKAN_PKG_LIBRARIES}")
endif()
endif()
if(NOT Vulkan_FOUND)
message(FATAL_ERROR "Could not find Vulkan. Install libvulkan-dev (Linux), vulkan-loader (macOS), or the Vulkan SDK (Windows).")
endif()
endif()
# macOS cross-compilation: the Vulkan loader (MoltenVK) is not available at link
# time. Allow unresolved Vulkan symbols — they are resolved at runtime.
if(CMAKE_CROSSCOMPILING AND CMAKE_SYSTEM_NAME STREQUAL "Darwin")
set(WOWEE_MACOS_CROSS_COMPILE TRUE)
endif()
# GL/GLEW kept temporarily for unconverted sub-renderers during Vulkan migration.
# These files compile against GL types but their code is never called — the Vulkan
# path is the only active rendering backend. Remove in Phase 7 when all renderers
# are converted and grep confirms zero GL references.
find_package(OpenGL QUIET)
find_package(GLEW QUIET)
find_package(OpenSSL REQUIRED)
find_package(Threads REQUIRED)
find_package(ZLIB REQUIRED)
@ -514,15 +450,6 @@ set(WOWEE_SOURCES
src/game/opcode_table.cpp
src/game/update_field_table.cpp
src/game/game_handler.cpp
src/game/chat_handler.cpp
src/game/movement_handler.cpp
src/game/combat_handler.cpp
src/game/spell_handler.cpp
src/game/inventory_handler.cpp
src/game/social_handler.cpp
src/game/quest_handler.cpp
src/game/entity_controller.cpp
src/game/warden_handler.cpp
src/game/warden_crypto.cpp
src/game/warden_module.cpp
src/game/warden_emulator.cpp
@ -578,9 +505,12 @@ set(WOWEE_SOURCES
# Rendering
src/rendering/renderer.cpp
src/rendering/amd_fsr3_runtime.cpp
src/rendering/shader.cpp
src/rendering/mesh.cpp
src/rendering/camera.cpp
src/rendering/camera_controller.cpp
src/rendering/material.cpp
src/rendering/scene.cpp
src/rendering/terrain_renderer.cpp
src/rendering/terrain_manager.cpp
src/rendering/frustum.cpp
@ -599,7 +529,6 @@ set(WOWEE_SOURCES
src/rendering/character_preview.cpp
src/rendering/wmo_renderer.cpp
src/rendering/m2_renderer.cpp
src/rendering/m2_model_classifier.cpp
src/rendering/quest_marker_renderer.cpp
src/rendering/minimap.cpp
src/rendering/world_map.cpp
@ -608,6 +537,7 @@ set(WOWEE_SOURCES
src/rendering/levelup_effect.cpp
src/rendering/charge_effect.cpp
src/rendering/loading_screen.cpp
$<$<BOOL:${HAVE_FFMPEG}>:${CMAKE_CURRENT_SOURCE_DIR}/src/rendering/video_player.cpp>
# UI
src/ui/ui_manager.cpp
@ -620,12 +550,6 @@ set(WOWEE_SOURCES
src/ui/quest_log_screen.cpp
src/ui/spellbook_screen.cpp
src/ui/talent_screen.cpp
src/ui/keybinding_manager.cpp
# Addons
src/addons/addon_manager.cpp
src/addons/lua_engine.cpp
src/addons/toc_parser.cpp
# Main
src/main.cpp
@ -694,9 +618,12 @@ set(WOWEE_HEADERS
include/rendering/vk_pipeline.hpp
include/rendering/vk_render_target.hpp
include/rendering/renderer.hpp
include/rendering/shader.hpp
include/rendering/mesh.hpp
include/rendering/camera.hpp
include/rendering/camera_controller.hpp
include/rendering/material.hpp
include/rendering/scene.hpp
include/rendering/terrain_renderer.hpp
include/rendering/terrain_manager.hpp
include/rendering/frustum.hpp
@ -715,6 +642,7 @@ set(WOWEE_HEADERS
include/rendering/character_preview.hpp
include/rendering/wmo_renderer.hpp
include/rendering/loading_screen.hpp
include/rendering/video_player.hpp
include/ui/ui_manager.hpp
include/ui/auth_screen.hpp
@ -725,55 +653,24 @@ set(WOWEE_HEADERS
include/ui/inventory_screen.hpp
include/ui/spellbook_screen.hpp
include/ui/talent_screen.hpp
include/ui/keybinding_manager.hpp
)
set(WOWEE_PLATFORM_SOURCES)
if(WIN32)
# Copy icon into build tree so windres can find it via the relative path
# in wowee.rc ("assets\\wowee.ico"). Tell the RC compiler to also search
# the build directory — GNU windres uses cwd (already the build dir) but
# llvm-windres resolves relative to the .rc file, so it needs the hint.
# Copy icon into build tree so llvm-rc can find it via the relative path in wowee.rc
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/assets/Wowee.ico
${CMAKE_CURRENT_BINARY_DIR}/assets/wowee.ico
COPYONLY
)
set(CMAKE_RC_FLAGS "${CMAKE_RC_FLAGS} -I ${CMAKE_CURRENT_BINARY_DIR} -I ${CMAKE_CURRENT_SOURCE_DIR}")
list(APPEND WOWEE_PLATFORM_SOURCES resources/wowee.rc)
endif()
# ---- Lua 5.1.5 (vendored, static library) ----
set(LUA_DIR ${CMAKE_CURRENT_SOURCE_DIR}/extern/lua-5.1.5/src)
set(LUA_SOURCES
${LUA_DIR}/lapi.c ${LUA_DIR}/lcode.c ${LUA_DIR}/ldebug.c
${LUA_DIR}/ldo.c ${LUA_DIR}/ldump.c ${LUA_DIR}/lfunc.c
${LUA_DIR}/lgc.c ${LUA_DIR}/llex.c ${LUA_DIR}/lmem.c
${LUA_DIR}/lobject.c ${LUA_DIR}/lopcodes.c ${LUA_DIR}/lparser.c
${LUA_DIR}/lstate.c ${LUA_DIR}/lstring.c ${LUA_DIR}/ltable.c
${LUA_DIR}/ltm.c ${LUA_DIR}/lundump.c ${LUA_DIR}/lvm.c
${LUA_DIR}/lzio.c ${LUA_DIR}/lauxlib.c ${LUA_DIR}/lbaselib.c
${LUA_DIR}/ldblib.c ${LUA_DIR}/liolib.c ${LUA_DIR}/lmathlib.c
${LUA_DIR}/loslib.c ${LUA_DIR}/ltablib.c ${LUA_DIR}/lstrlib.c
${LUA_DIR}/linit.c
)
add_library(lua51 STATIC ${LUA_SOURCES})
set_target_properties(lua51 PROPERTIES LINKER_LANGUAGE C C_STANDARD 99 POSITION_INDEPENDENT_CODE ON)
target_include_directories(lua51 PUBLIC ${LUA_DIR})
if(CMAKE_C_COMPILER_ID MATCHES "GNU|Clang")
target_compile_options(lua51 PRIVATE -w)
endif()
# Create executable
add_executable(wowee ${WOWEE_SOURCES} ${WOWEE_HEADERS} ${WOWEE_PLATFORM_SOURCES})
if(TARGET opcodes-generate)
add_dependencies(wowee opcodes-generate)
endif()
# macOS cross-compilation: MoltenVK is not available at link time.
# Allow unresolved Vulkan symbols — resolved at runtime. Scoped to wowee only.
if(WOWEE_MACOS_CROSS_COMPILE)
target_link_options(wowee PRIVATE "-undefined" "dynamic_lookup")
endif()
# FidelityFX-SDK headers can trigger compiler-specific pragma/unused-static noise
# when included through the runtime bridge; keep suppression scoped to that TU.
@ -810,10 +707,17 @@ target_link_libraries(wowee PRIVATE
OpenSSL::Crypto
Threads::Threads
ZLIB::ZLIB
lua51
${CMAKE_DL_LIBS}
)
# GL/GLEW linked temporarily for unconverted sub-renderers (removed in Phase 7)
if(TARGET OpenGL::GL)
target_link_libraries(wowee PRIVATE OpenGL::GL)
endif()
if(TARGET GLEW::GLEW)
target_link_libraries(wowee PRIVATE GLEW::GLEW)
endif()
if(HAVE_FFMPEG)
target_compile_definitions(wowee PRIVATE HAVE_FFMPEG)
target_link_libraries(wowee PRIVATE ${FFMPEG_LIBRARIES})
@ -950,17 +854,6 @@ add_custom_command(TARGET wowee POST_BUILD
COMMENT "Syncing assets to $<TARGET_FILE_DIR:wowee>/assets"
)
# Symlink Data/ next to the executable so expansion profiles, opcode tables,
# and other runtime data files are found when running from the build directory.
if(NOT WIN32)
add_custom_command(TARGET wowee POST_BUILD
COMMAND ${CMAKE_COMMAND} -E create_symlink
${CMAKE_CURRENT_SOURCE_DIR}/Data
$<TARGET_FILE_DIR:wowee>/Data
COMMENT "Symlinking Data to $<TARGET_FILE_DIR:wowee>/Data"
)
endif()
# On Windows, SDL 2.28+ uses LoadLibraryExW with LOAD_LIBRARY_SEARCH_DEFAULT_DIRS
# which does NOT include System32. Copy vulkan-1.dll into the output directory so
# SDL_Vulkan_LoadLibrary can locate it without needing a full system PATH search.

View file

@ -1,72 +0,0 @@
# Contributing to Wowee
## Build Setup
See [BUILD_INSTRUCTIONS.md](BUILD_INSTRUCTIONS.md) for full platform-specific details.
The short version: CMake + Make on Linux/macOS, MSYS2 on Windows.
```
cmake -B build -DCMAKE_BUILD_TYPE=Debug
make -C build -j$(nproc)
```
## Code Style
- **C++20**. Use `#pragma once` for include guards.
- Namespaces: `wowee::game`, `wowee::rendering`, `wowee::ui`, `wowee::core`, `wowee::network`.
- Conventional commit messages in imperative mood:
- `feat:` new feature
- `fix:` bug fix
- `refactor:` code restructuring with no behavior change
- `perf:` performance improvement
- Prefer `constexpr` over `static const` for compile-time data.
- Mark functions whose return value should not be ignored with `[[nodiscard]]`.
## Pull Request Process
1. Branch from `master`.
2. Keep commits focused -- one logical change per commit.
3. Describe *what* changed and *why* in the PR description.
4. Ensure the project compiles cleanly before submitting.
5. Manual testing against a WoW 3.3.5a server (e.g. AzerothCore/ChromieCraft) is expected
for gameplay-affecting changes.
## Architecture Overview
See [docs/architecture.md](docs/architecture.md) for the full picture. Key namespaces:
| Namespace | Responsibility |
|---|---|
| `wowee::game` | Game state, packet handling (`GameHandler`), opcode dispatch |
| `wowee::rendering` | Vulkan renderer, M2/WMO/terrain, sky system |
| `wowee::ui` | ImGui windows and HUD (`GameScreen`) |
| `wowee::core` | Coordinates, math, utilities |
| `wowee::network` | Connection, `Packet` read/write API |
## Packet Handlers
The standard pattern for adding a new server packet handler:
1. Define a `struct FooData` holding the parsed fields.
2. Write `void GameHandler::handleFoo(network::Packet& packet)` to parse into `FooData`.
3. Register it in the dispatch table: `registerHandler(LogicalOpcode::SMSG_FOO, &GameHandler::handleFoo)`.
Helper variants: `registerWorldHandler` (requires `isInWorld()`), `registerSkipHandler` (discard),
`registerErrorHandler` (log warning).
## Testing
There is no automated test suite. Changes are verified by manual testing against
WoW 3.3.5a private servers (primarily ChromieCraft/AzerothCore). Classic and TBC
expansion paths are tested against their respective server builds.
## Key Files for New Contributors
| File | What it does |
|---|---|
| `include/game/game_handler.hpp` | Central game state and all packet handler declarations |
| `src/game/game_handler.cpp` | Packet dispatch registration and handler implementations |
| `include/network/packet.hpp` | `Packet` class -- the read/write API every handler uses |
| `include/ui/game_screen.hpp` | Main gameplay UI screen (ImGui) |
| `src/rendering/m2_renderer.cpp` | M2 model loading and rendering |
| `docs/architecture.md` | High-level system architecture reference |

View file

@ -1,260 +1,96 @@
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}

View file

@ -273,7 +273,7 @@
"SMSG_INVENTORY_CHANGE_FAILURE": "0x112",
"SMSG_OPEN_CONTAINER": "0x113",
"CMSG_INSPECT": "0x114",
"SMSG_INSPECT_RESULTS_UPDATE": "0x115",
"SMSG_INSPECT": "0x115",
"CMSG_INITIATE_TRADE": "0x116",
"CMSG_BEGIN_TRADE": "0x117",
"CMSG_BUSY_TRADE": "0x118",
@ -300,7 +300,7 @@
"CMSG_NEW_SPELL_SLOT": "0x12D",
"CMSG_CAST_SPELL": "0x12E",
"CMSG_CANCEL_CAST": "0x12F",
"SMSG_CAST_FAILED": "0x130",
"SMSG_CAST_RESULT": "0x130",
"SMSG_SPELL_START": "0x131",
"SMSG_SPELL_GO": "0x132",
"SMSG_SPELL_FAILURE": "0x133",
@ -504,7 +504,8 @@
"CMSG_GM_SET_SECURITY_GROUP": "0x1F9",
"CMSG_GM_NUKE": "0x1FA",
"MSG_RANDOM_ROLL": "0x1FB",
"SMSG_ENVIRONMENTAL_DAMAGE_LOG": "0x1FC",
"SMSG_ENVIRONMENTALDAMAGELOG": "0x1FC",
"CMSG_RWHOIS_OBSOLETE": "0x1FD",
"SMSG_RWHOIS": "0x1FE",
"MSG_LOOKING_FOR_GROUP": "0x1FF",
"CMSG_SET_LOOKING_FOR_GROUP": "0x200",
@ -527,6 +528,7 @@
"CMSG_GMTICKET_GETTICKET": "0x211",
"SMSG_GMTICKET_GETTICKET": "0x212",
"CMSG_UNLEARN_TALENTS": "0x213",
"SMSG_GAMEOBJECT_SPAWN_ANIM_OBSOLETE": "0x214",
"SMSG_GAMEOBJECT_DESPAWN_ANIM": "0x215",
"MSG_CORPSE_QUERY": "0x216",
"CMSG_GMTICKET_DELETETICKET": "0x217",
@ -536,7 +538,7 @@
"SMSG_GMTICKET_SYSTEMSTATUS": "0x21B",
"CMSG_SPIRIT_HEALER_ACTIVATE": "0x21C",
"CMSG_SET_STAT_CHEAT": "0x21D",
"SMSG_QUEST_FORCE_REMOVE": "0x21E",
"SMSG_SET_REST_START": "0x21E",
"CMSG_SKILL_BUY_STEP": "0x21F",
"CMSG_SKILL_BUY_RANK": "0x220",
"CMSG_XP_CHEAT": "0x221",
@ -569,6 +571,8 @@
"CMSG_BATTLEFIELD_LIST": "0x23C",
"SMSG_BATTLEFIELD_LIST": "0x23D",
"CMSG_BATTLEFIELD_JOIN": "0x23E",
"SMSG_BATTLEFIELD_WIN_OBSOLETE": "0x23F",
"SMSG_BATTLEFIELD_LOSE_OBSOLETE": "0x240",
"CMSG_TAXICLEARNODE": "0x241",
"CMSG_TAXIENABLENODE": "0x242",
"CMSG_ITEM_TEXT_QUERY": "0x243",
@ -601,6 +605,7 @@
"SMSG_AUCTION_BIDDER_NOTIFICATION": "0x25E",
"SMSG_AUCTION_OWNER_NOTIFICATION": "0x25F",
"SMSG_PROCRESIST": "0x260",
"SMSG_STANDSTATE_CHANGE_FAILURE_OBSOLETE": "0x261",
"SMSG_DISPEL_FAILED": "0x262",
"SMSG_SPELLORDAMAGE_IMMUNE": "0x263",
"CMSG_AUCTION_LIST_BIDDER_ITEMS": "0x264",
@ -688,8 +693,8 @@
"SMSG_SCRIPT_MESSAGE": "0x2B6",
"SMSG_DUEL_COUNTDOWN": "0x2B7",
"SMSG_AREA_TRIGGER_MESSAGE": "0x2B8",
"CMSG_SHOWING_HELM": "0x2B9",
"CMSG_SHOWING_CLOAK": "0x2BA",
"CMSG_TOGGLE_HELM": "0x2B9",
"CMSG_TOGGLE_CLOAK": "0x2BA",
"SMSG_MEETINGSTONE_JOINFAILED": "0x2BB",
"SMSG_PLAYER_SKINNED": "0x2BC",
"SMSG_DURABILITY_DAMAGE_DEATH": "0x2BD",
@ -816,5 +821,6 @@
"SMSG_LOTTERY_RESULT_OBSOLETE": "0x337",
"SMSG_CHARACTER_PROFILE": "0x338",
"SMSG_CHARACTER_PROFILE_REALM_CONNECTED": "0x339",
"SMSG_UNK": "0x33A",
"SMSG_DEFENSE_MESSAGE": "0x33B"
}

View file

@ -1,49 +1,38 @@
{
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"CONTAINER_FIELD_SLOT_1": 50,
"GAMEOBJECT_DISPLAYID": 8,
"ITEM_FIELD_DURABILITY": 48,
"ITEM_FIELD_MAXDURABILITY": 49,
"ITEM_FIELD_STACK_COUNT": 14,
"OBJECT_FIELD_ENTRY": 3,
"OBJECT_FIELD_SCALE_X": 4,
"PLAYER_BYTES": 191,
"PLAYER_BYTES_2": 192,
"PLAYER_END": 1282,
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"UNIT_FIELD_AURAS": 50,
"UNIT_FIELD_TARGET_LO": 16,
"UNIT_FIELD_TARGET_HI": 17,
"UNIT_FIELD_BYTES_0": 36,
"UNIT_FIELD_BYTES_1": 133,
"UNIT_FIELD_DISPLAYID": 131,
"UNIT_FIELD_FACTIONTEMPLATE": 35,
"UNIT_FIELD_FLAGS": 46,
"UNIT_FIELD_HEALTH": 22,
"UNIT_FIELD_LEVEL": 34,
"UNIT_FIELD_POWER1": 23,
"UNIT_FIELD_MAXHEALTH": 28,
"UNIT_FIELD_MAXPOWER1": 29,
"UNIT_FIELD_LEVEL": 34,
"UNIT_FIELD_FACTIONTEMPLATE": 35,
"UNIT_FIELD_FLAGS": 46,
"UNIT_FIELD_DISPLAYID": 131,
"UNIT_FIELD_MOUNTDISPLAYID": 133,
"UNIT_FIELD_POWER1": 23,
"UNIT_FIELD_AURAS": 50,
"UNIT_NPC_FLAGS": 147,
"UNIT_DYNAMIC_FLAGS": 143,
"UNIT_FIELD_RESISTANCES": 154,
"UNIT_FIELD_STAT0": 138,
"UNIT_FIELD_STAT1": 139,
"UNIT_FIELD_STAT2": 140,
"UNIT_FIELD_STAT3": 141,
"UNIT_FIELD_STAT4": 142,
"UNIT_FIELD_TARGET_HI": 17,
"UNIT_FIELD_TARGET_LO": 16,
"UNIT_NPC_FLAGS": 147
"UNIT_END": 188,
"PLAYER_FLAGS": 190,
"PLAYER_BYTES": 191,
"PLAYER_BYTES_2": 192,
"PLAYER_XP": 716,
"PLAYER_NEXT_LEVEL_XP": 717,
"PLAYER_FIELD_COINAGE": 1176,
"PLAYER_QUEST_LOG_START": 198,
"PLAYER_FIELD_INV_SLOT_HEAD": 486,
"PLAYER_FIELD_PACK_SLOT_1": 532,
"PLAYER_FIELD_BANK_SLOT_1": 564,
"PLAYER_FIELD_BANKBAG_SLOT_1": 612,
"PLAYER_SKILL_INFO_START": 718,
"PLAYER_EXPLORED_ZONES_START": 1111,
"PLAYER_END": 1282,
"GAMEOBJECT_DISPLAYID": 8,
"ITEM_FIELD_STACK_COUNT": 14,
"CONTAINER_FIELD_NUM_SLOTS": 48,
"CONTAINER_FIELD_SLOT_1": 50
}

View file

@ -1,307 +1,98 @@
{
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},
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},
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"Texture1": 6,
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},
"CharTitles": {
"ID": 0,
"Title": 2,
"TitleBit": 20
},
"CharacterFacialHairStyles": {
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"Geoset200": 5,
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},
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},
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"EquipDisplay7": 15,
"EquipDisplay8": 16,
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"FaceID": 4,
"FacialHairID": 7,
"HairColorID": 6,
"HairStyleID": 5,
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"RaceID": 1,
"SexID": 2,
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},
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},
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},
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},
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},
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"ReputationBase3": 13,
"ReputationRaceMask0": 2,
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},
"FactionTemplate": {
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},
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},
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},
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},
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},
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},
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},
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},
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},
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},
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},
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},
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},
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},
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},
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},
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},
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"RankSpell0": 4, "PrereqTalent0": 9, "PrereqRank0": 12
},
"SkillLineAbility": { "SkillLineID": 1, "SpellID": 2 },
"SkillLine": { "ID": 0, "Category": 1, "Name": 3 },
"Map": { "ID": 0, "InternalName": 1 },
"CreatureModelData": { "ID": 0, "ModelPath": 2 },
"CharHairGeosets": {
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},
"CharacterFacialHairStyles": {
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"Geoset100": 3, "Geoset300": 4, "Geoset200": 5
},
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},
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},
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},
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"LocLeft": 4, "LocRight": 5, "LocTop": 6, "LocBottom": 7,
"DisplayMapID": 8, "ParentWorldMapID": 10
}
}

View file

@ -1,49 +1,37 @@
{
"CONTAINER_FIELD_NUM_SLOTS": 64,
"CONTAINER_FIELD_SLOT_1": 66,
"GAMEOBJECT_DISPLAYID": 8,
"ITEM_FIELD_DURABILITY": 60,
"ITEM_FIELD_MAXDURABILITY": 61,
"ITEM_FIELD_STACK_COUNT": 14,
"OBJECT_FIELD_ENTRY": 3,
"OBJECT_FIELD_SCALE_X": 4,
"PLAYER_BYTES": 237,
"PLAYER_BYTES_2": 238,
"PLAYER_EXPLORED_ZONES_START": 1312,
"PLAYER_FIELD_ARENA_CURRENCY": 1506,
"PLAYER_FIELD_BANKBAG_SLOT_1": 784,
"PLAYER_FIELD_BANK_SLOT_1": 728,
"PLAYER_FIELD_COINAGE": 1441,
"PLAYER_FIELD_HONOR_CURRENCY": 1505,
"PLAYER_FIELD_INV_SLOT_HEAD": 650,
"PLAYER_FIELD_PACK_SLOT_1": 696,
"PLAYER_FLAGS": 236,
"PLAYER_NEXT_LEVEL_XP": 927,
"PLAYER_QUEST_LOG_START": 244,
"PLAYER_REST_STATE_EXPERIENCE": 1440,
"PLAYER_SKILL_INFO_START": 928,
"PLAYER_XP": 926,
"UNIT_DYNAMIC_FLAGS": 164,
"UNIT_END": 234,
"UNIT_FIELD_TARGET_LO": 16,
"UNIT_FIELD_TARGET_HI": 17,
"UNIT_FIELD_BYTES_0": 36,
"UNIT_FIELD_BYTES_1": 137,
"UNIT_FIELD_DISPLAYID": 152,
"UNIT_FIELD_HEALTH": 22,
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"UNIT_FIELD_MAXPOWER1": 29,
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"UNIT_FIELD_FACTIONTEMPLATE": 35,
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"UNIT_FIELD_MAXPOWER1": 29,
"UNIT_FIELD_DISPLAYID": 152,
"UNIT_FIELD_MOUNTDISPLAYID": 154,
"UNIT_FIELD_POWER1": 23,
"UNIT_NPC_FLAGS": 168,
"UNIT_DYNAMIC_FLAGS": 164,
"UNIT_FIELD_RESISTANCES": 185,
"UNIT_FIELD_STAT0": 159,
"UNIT_FIELD_STAT1": 160,
"UNIT_FIELD_STAT2": 161,
"UNIT_FIELD_STAT3": 162,
"UNIT_FIELD_STAT4": 163,
"UNIT_FIELD_TARGET_HI": 17,
"UNIT_FIELD_TARGET_LO": 16,
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"PLAYER_FLAGS": 236,
"PLAYER_BYTES": 237,
"PLAYER_BYTES_2": 238,
"PLAYER_XP": 926,
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"PLAYER_QUEST_LOG_START": 244,
"PLAYER_FIELD_INV_SLOT_HEAD": 650,
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"PLAYER_FIELD_BANK_SLOT_1": 728,
"PLAYER_FIELD_BANKBAG_SLOT_1": 784,
"PLAYER_SKILL_INFO_START": 928,
"PLAYER_EXPLORED_ZONES_START": 1312,
"GAMEOBJECT_DISPLAYID": 8,
"ITEM_FIELD_STACK_COUNT": 14,
"CONTAINER_FIELD_NUM_SLOTS": 64,
"CONTAINER_FIELD_SLOT_1": 66
}

View file

@ -1,297 +1,96 @@
{
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},
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},
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},
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},
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"CharHairGeosets": {
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},
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},
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},
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},
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},
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},
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"DisplayMapID": 8, "ParentWorldMapID": 10
}
}

View file

@ -1,6 +1,300 @@
{
"_extends": "../classic/opcodes.json",
"_remove": [
"MSG_SET_DUNGEON_DIFFICULTY"
]
"CMSG_PING": "0x1DC",
"CMSG_AUTH_SESSION": "0x1ED",
"CMSG_CHAR_CREATE": "0x036",
"CMSG_CHAR_ENUM": "0x037",
"CMSG_CHAR_DELETE": "0x038",
"CMSG_PLAYER_LOGIN": "0x03D",
"MSG_MOVE_START_FORWARD": "0x0B5",
"MSG_MOVE_START_BACKWARD": "0x0B6",
"MSG_MOVE_STOP": "0x0B7",
"MSG_MOVE_START_STRAFE_LEFT": "0x0B8",
"MSG_MOVE_START_STRAFE_RIGHT": "0x0B9",
"MSG_MOVE_STOP_STRAFE": "0x0BA",
"MSG_MOVE_JUMP": "0x0BB",
"MSG_MOVE_START_TURN_LEFT": "0x0BC",
"MSG_MOVE_START_TURN_RIGHT": "0x0BD",
"MSG_MOVE_STOP_TURN": "0x0BE",
"MSG_MOVE_SET_FACING": "0x0DA",
"MSG_MOVE_FALL_LAND": "0x0C9",
"MSG_MOVE_START_SWIM": "0x0CA",
"MSG_MOVE_STOP_SWIM": "0x0CB",
"MSG_MOVE_HEARTBEAT": "0x0EE",
"SMSG_AUTH_CHALLENGE": "0x1EC",
"SMSG_AUTH_RESPONSE": "0x1EE",
"SMSG_CHAR_CREATE": "0x03A",
"SMSG_CHAR_ENUM": "0x03B",
"SMSG_CHAR_DELETE": "0x03C",
"SMSG_CHARACTER_LOGIN_FAILED": "0x041",
"SMSG_PONG": "0x1DD",
"SMSG_LOGIN_VERIFY_WORLD": "0x236",
"SMSG_INIT_WORLD_STATES": "0x2C2",
"SMSG_LOGIN_SETTIMESPEED": "0x042",
"SMSG_TUTORIAL_FLAGS": "0x0FD",
"SMSG_INITIALIZE_FACTIONS": "0x122",
"SMSG_WARDEN_DATA": "0x2E6",
"CMSG_WARDEN_DATA": "0x2E7",
"SMSG_NOTIFICATION": "0x1CB",
"SMSG_ACCOUNT_DATA_TIMES": "0x209",
"SMSG_UPDATE_OBJECT": "0x0A9",
"SMSG_COMPRESSED_UPDATE_OBJECT": "0x1F6",
"SMSG_PARTYKILLLOG": "0x1F5",
"SMSG_MONSTER_MOVE_TRANSPORT": "0x2AE",
"SMSG_SPLINE_MOVE_SET_WALK_MODE": "0x30E",
"SMSG_SPLINE_MOVE_SET_RUN_MODE": "0x30D",
"SMSG_SPLINE_SET_RUN_SPEED": "0x2FE",
"SMSG_SPLINE_SET_RUN_BACK_SPEED": "0x2FF",
"SMSG_SPLINE_SET_SWIM_SPEED": "0x300",
"SMSG_DESTROY_OBJECT": "0x0AA",
"CMSG_MESSAGECHAT": "0x095",
"SMSG_MESSAGECHAT": "0x096",
"CMSG_WHO": "0x062",
"SMSG_WHO": "0x063",
"CMSG_PLAYED_TIME": "0x1CC",
"SMSG_PLAYED_TIME": "0x1CD",
"CMSG_QUERY_TIME": "0x1CE",
"SMSG_QUERY_TIME_RESPONSE": "0x1CF",
"SMSG_FRIEND_STATUS": "0x068",
"SMSG_CONTACT_LIST": "0x067",
"CMSG_ADD_FRIEND": "0x069",
"CMSG_DEL_FRIEND": "0x06A",
"CMSG_ADD_IGNORE": "0x06C",
"CMSG_DEL_IGNORE": "0x06D",
"CMSG_PLAYER_LOGOUT": "0x04A",
"CMSG_LOGOUT_REQUEST": "0x04B",
"CMSG_LOGOUT_CANCEL": "0x04E",
"SMSG_LOGOUT_RESPONSE": "0x04C",
"SMSG_LOGOUT_COMPLETE": "0x04D",
"CMSG_STANDSTATECHANGE": "0x101",
"CMSG_SHOWING_HELM": "0x2B9",
"CMSG_SHOWING_CLOAK": "0x2BA",
"CMSG_TOGGLE_PVP": "0x253",
"CMSG_GUILD_INVITE": "0x082",
"CMSG_GUILD_ACCEPT": "0x084",
"CMSG_GUILD_DECLINE": "0x085",
"CMSG_GUILD_INFO": "0x087",
"CMSG_GUILD_ROSTER": "0x089",
"CMSG_GUILD_PROMOTE": "0x08B",
"CMSG_GUILD_DEMOTE": "0x08C",
"CMSG_GUILD_LEAVE": "0x08D",
"CMSG_GUILD_MOTD": "0x091",
"SMSG_GUILD_INFO": "0x088",
"SMSG_GUILD_ROSTER": "0x08A",
"CMSG_GUILD_QUERY": "0x054",
"SMSG_GUILD_QUERY_RESPONSE": "0x055",
"SMSG_GUILD_INVITE": "0x083",
"CMSG_GUILD_REMOVE": "0x08E",
"SMSG_GUILD_EVENT": "0x092",
"SMSG_GUILD_COMMAND_RESULT": "0x093",
"MSG_RAID_READY_CHECK": "0x322",
"SMSG_ITEM_PUSH_RESULT": "0x166",
"CMSG_DUEL_ACCEPTED": "0x16C",
"CMSG_DUEL_CANCELLED": "0x16D",
"SMSG_DUEL_REQUESTED": "0x167",
"CMSG_INITIATE_TRADE": "0x116",
"MSG_RANDOM_ROLL": "0x1FB",
"CMSG_SET_SELECTION": "0x13D",
"CMSG_NAME_QUERY": "0x050",
"SMSG_NAME_QUERY_RESPONSE": "0x051",
"CMSG_CREATURE_QUERY": "0x060",
"SMSG_CREATURE_QUERY_RESPONSE": "0x061",
"CMSG_GAMEOBJECT_QUERY": "0x05E",
"SMSG_GAMEOBJECT_QUERY_RESPONSE": "0x05F",
"CMSG_SET_ACTIVE_MOVER": "0x26A",
"CMSG_BINDER_ACTIVATE": "0x1B5",
"SMSG_LOG_XPGAIN": "0x1D0",
"_NOTE_MONSTER_MOVE": "These look swapped vs vanilla (0x0DD/0x2FB) but may be intentional Turtle WoW changes. Check if NPC movement breaks.",
"SMSG_MONSTER_MOVE": "0x2FB",
"SMSG_COMPRESSED_MOVES": "0x06B",
"CMSG_ATTACKSWING": "0x141",
"CMSG_ATTACKSTOP": "0x142",
"SMSG_ATTACKSTART": "0x143",
"SMSG_ATTACKSTOP": "0x144",
"SMSG_ATTACKERSTATEUPDATE": "0x14A",
"SMSG_AI_REACTION": "0x13C",
"SMSG_SPELLNONMELEEDAMAGELOG": "0x250",
"SMSG_PLAY_SPELL_VISUAL": "0x1F3",
"SMSG_SPELLHEALLOG": "0x150",
"SMSG_SPELLENERGIZELOG": "0x151",
"SMSG_PERIODICAURALOG": "0x24E",
"SMSG_ENVIRONMENTAL_DAMAGE_LOG": "0x1FC",
"CMSG_CAST_SPELL": "0x12E",
"CMSG_CANCEL_CAST": "0x12F",
"CMSG_CANCEL_AURA": "0x136",
"SMSG_CAST_FAILED": "0x130",
"SMSG_SPELL_START": "0x131",
"SMSG_SPELL_GO": "0x132",
"SMSG_SPELL_FAILURE": "0x133",
"SMSG_SPELL_COOLDOWN": "0x134",
"SMSG_COOLDOWN_EVENT": "0x135",
"SMSG_EQUIPMENT_SET_SAVED": "0x137",
"SMSG_INITIAL_SPELLS": "0x12A",
"SMSG_LEARNED_SPELL": "0x12B",
"SMSG_SUPERCEDED_SPELL": "0x12C",
"SMSG_REMOVED_SPELL": "0x203",
"SMSG_SPELL_DELAYED": "0x1E2",
"SMSG_SET_FLAT_SPELL_MODIFIER": "0x266",
"SMSG_SET_PCT_SPELL_MODIFIER": "0x267",
"CMSG_LEARN_TALENT": "0x251",
"MSG_TALENT_WIPE_CONFIRM": "0x2AA",
"CMSG_GROUP_INVITE": "0x06E",
"SMSG_GROUP_INVITE": "0x06F",
"CMSG_GROUP_ACCEPT": "0x072",
"CMSG_GROUP_DECLINE": "0x073",
"SMSG_GROUP_DECLINE": "0x074",
"CMSG_GROUP_UNINVITE_GUID": "0x076",
"SMSG_GROUP_UNINVITE": "0x077",
"CMSG_GROUP_SET_LEADER": "0x078",
"SMSG_GROUP_SET_LEADER": "0x079",
"CMSG_GROUP_DISBAND": "0x07B",
"SMSG_GROUP_LIST": "0x07D",
"SMSG_PARTY_COMMAND_RESULT": "0x07F",
"MSG_RAID_TARGET_UPDATE": "0x321",
"CMSG_REQUEST_RAID_INFO": "0x2CD",
"SMSG_RAID_INSTANCE_INFO": "0x2CC",
"CMSG_AUTOSTORE_LOOT_ITEM": "0x108",
"CMSG_LOOT": "0x15D",
"CMSG_LOOT_MONEY": "0x15E",
"CMSG_LOOT_RELEASE": "0x15F",
"SMSG_LOOT_RESPONSE": "0x160",
"SMSG_LOOT_RELEASE_RESPONSE": "0x161",
"SMSG_LOOT_REMOVED": "0x162",
"SMSG_LOOT_MONEY_NOTIFY": "0x163",
"SMSG_LOOT_CLEAR_MONEY": "0x165",
"CMSG_ACTIVATETAXI": "0x1AD",
"CMSG_GOSSIP_HELLO": "0x17B",
"CMSG_GOSSIP_SELECT_OPTION": "0x17C",
"SMSG_GOSSIP_MESSAGE": "0x17D",
"SMSG_GOSSIP_COMPLETE": "0x17E",
"SMSG_NPC_TEXT_UPDATE": "0x180",
"CMSG_GAMEOBJ_USE": "0x0B1",
"CMSG_QUESTGIVER_STATUS_QUERY": "0x182",
"SMSG_QUESTGIVER_STATUS": "0x183",
"CMSG_QUESTGIVER_HELLO": "0x184",
"SMSG_QUESTGIVER_QUEST_LIST": "0x185",
"CMSG_QUESTGIVER_QUERY_QUEST": "0x186",
"SMSG_QUESTGIVER_QUEST_DETAILS": "0x188",
"CMSG_QUESTGIVER_ACCEPT_QUEST": "0x189",
"CMSG_QUESTGIVER_COMPLETE_QUEST": "0x18A",
"SMSG_QUESTGIVER_REQUEST_ITEMS": "0x18B",
"CMSG_QUESTGIVER_REQUEST_REWARD": "0x18C",
"SMSG_QUESTGIVER_OFFER_REWARD": "0x18D",
"CMSG_QUESTGIVER_CHOOSE_REWARD": "0x18E",
"SMSG_QUESTGIVER_QUEST_INVALID": "0x18F",
"SMSG_QUESTGIVER_QUEST_COMPLETE": "0x191",
"CMSG_QUESTLOG_REMOVE_QUEST": "0x194",
"SMSG_QUESTUPDATE_ADD_KILL": "0x199",
"SMSG_QUESTUPDATE_COMPLETE": "0x198",
"SMSG_QUEST_FORCE_REMOVE": "0x21E",
"CMSG_QUEST_QUERY": "0x05C",
"SMSG_QUEST_QUERY_RESPONSE": "0x05D",
"SMSG_QUESTLOG_FULL": "0x195",
"CMSG_LIST_INVENTORY": "0x19E",
"SMSG_LIST_INVENTORY": "0x19F",
"CMSG_SELL_ITEM": "0x1A0",
"SMSG_SELL_ITEM": "0x1A1",
"CMSG_BUY_ITEM": "0x1A2",
"CMSG_BUYBACK_ITEM": "0x1A6",
"SMSG_BUY_FAILED": "0x1A5",
"CMSG_TRAINER_LIST": "0x1B0",
"SMSG_TRAINER_LIST": "0x1B1",
"CMSG_TRAINER_BUY_SPELL": "0x1B2",
"SMSG_TRAINER_BUY_FAILED": "0x1B4",
"CMSG_ITEM_QUERY_SINGLE": "0x056",
"SMSG_ITEM_QUERY_SINGLE_RESPONSE": "0x058",
"CMSG_USE_ITEM": "0x0AB",
"CMSG_AUTOEQUIP_ITEM": "0x10A",
"CMSG_SWAP_ITEM": "0x10C",
"CMSG_SWAP_INV_ITEM": "0x10D",
"SMSG_INVENTORY_CHANGE_FAILURE": "0x112",
"CMSG_INSPECT": "0x114",
"SMSG_INSPECT_RESULTS_UPDATE": "0x115",
"CMSG_REPOP_REQUEST": "0x15A",
"SMSG_RESURRECT_REQUEST": "0x15B",
"CMSG_RESURRECT_RESPONSE": "0x15C",
"CMSG_SPIRIT_HEALER_ACTIVATE": "0x21C",
"SMSG_SPIRIT_HEALER_CONFIRM": "0x222",
"MSG_MOVE_TELEPORT_ACK": "0x0C7",
"SMSG_TRANSFER_PENDING": "0x03F",
"SMSG_NEW_WORLD": "0x03E",
"MSG_MOVE_WORLDPORT_ACK": "0x0DC",
"SMSG_TRANSFER_ABORTED": "0x040",
"SMSG_FORCE_RUN_SPEED_CHANGE": "0x0E2",
"SMSG_CLIENT_CONTROL_UPDATE": "0x159",
"CMSG_FORCE_RUN_SPEED_CHANGE_ACK": "0x0E3",
"SMSG_SHOWTAXINODES": "0x1A9",
"SMSG_ACTIVATETAXIREPLY": "0x1AE",
"SMSG_NEW_TAXI_PATH": "0x1AF",
"CMSG_ACTIVATETAXIEXPRESS": "0x312",
"CMSG_TAXINODE_STATUS_QUERY": "0x1AA",
"SMSG_TAXINODE_STATUS": "0x1AB",
"SMSG_TRAINER_BUY_SUCCEEDED": "0x1B3",
"SMSG_BINDPOINTUPDATE": "0x155",
"SMSG_SET_PROFICIENCY": "0x127",
"SMSG_ACTION_BUTTONS": "0x129",
"SMSG_LEVELUP_INFO": "0x1D4",
"SMSG_PLAY_SOUND": "0x2D2",
"CMSG_UPDATE_ACCOUNT_DATA": "0x20B",
"CMSG_BATTLEFIELD_LIST": "0x23C",
"SMSG_BATTLEFIELD_LIST": "0x23D",
"CMSG_BATTLEFIELD_JOIN": "0x23E",
"CMSG_BATTLEFIELD_STATUS": "0x2D3",
"SMSG_BATTLEFIELD_STATUS": "0x2D4",
"CMSG_BATTLEFIELD_PORT": "0x2D5",
"CMSG_BATTLEMASTER_HELLO": "0x2D7",
"MSG_PVP_LOG_DATA": "0x2E0",
"CMSG_LEAVE_BATTLEFIELD": "0x2E1",
"SMSG_GROUP_JOINED_BATTLEGROUND": "0x2E8",
"MSG_BATTLEGROUND_PLAYER_POSITIONS": "0x2E9",
"SMSG_BATTLEGROUND_PLAYER_JOINED": "0x2EC",
"SMSG_BATTLEGROUND_PLAYER_LEFT": "0x2ED",
"CMSG_BATTLEMASTER_JOIN": "0x2EE",
"CMSG_EMOTE": "0x102",
"SMSG_EMOTE": "0x103",
"CMSG_TEXT_EMOTE": "0x104",
"SMSG_TEXT_EMOTE": "0x105",
"CMSG_JOIN_CHANNEL": "0x097",
"CMSG_LEAVE_CHANNEL": "0x098",
"SMSG_CHANNEL_NOTIFY": "0x099",
"CMSG_CHANNEL_LIST": "0x09A",
"SMSG_CHANNEL_LIST": "0x09B",
"SMSG_INSPECT_TALENT": "0x3F4",
"SMSG_SHOW_MAILBOX": "0x297",
"CMSG_GET_MAIL_LIST": "0x23A",
"SMSG_MAIL_LIST_RESULT": "0x23B",
"CMSG_SEND_MAIL": "0x238",
"SMSG_SEND_MAIL_RESULT": "0x239",
"CMSG_MAIL_TAKE_MONEY": "0x245",
"CMSG_MAIL_TAKE_ITEM": "0x246",
"CMSG_MAIL_DELETE": "0x249",
"CMSG_MAIL_MARK_AS_READ": "0x247",
"SMSG_RECEIVED_MAIL": "0x285",
"MSG_QUERY_NEXT_MAIL_TIME": "0x284",
"CMSG_BANKER_ACTIVATE": "0x1B7",
"SMSG_SHOW_BANK": "0x1B8",
"CMSG_BUY_BANK_SLOT": "0x1B9",
"SMSG_BUY_BANK_SLOT_RESULT": "0x1BA",
"CMSG_AUTOSTORE_BANK_ITEM": "0x282",
"CMSG_AUTOBANK_ITEM": "0x283",
"MSG_AUCTION_HELLO": "0x255",
"CMSG_AUCTION_SELL_ITEM": "0x256",
"CMSG_AUCTION_REMOVE_ITEM": "0x257",
"CMSG_AUCTION_LIST_ITEMS": "0x258",
"CMSG_AUCTION_LIST_OWNER_ITEMS": "0x259",
"CMSG_AUCTION_PLACE_BID": "0x25A",
"SMSG_AUCTION_COMMAND_RESULT": "0x25B",
"SMSG_AUCTION_LIST_RESULT": "0x25C",
"SMSG_AUCTION_OWNER_LIST_RESULT": "0x25D",
"SMSG_AUCTION_OWNER_NOTIFICATION": "0x25E",
"SMSG_AUCTION_BIDDER_NOTIFICATION": "0x260",
"CMSG_AUCTION_LIST_BIDDER_ITEMS": "0x264",
"SMSG_AUCTION_BIDDER_LIST_RESULT": "0x265",
"MSG_MOVE_TIME_SKIPPED": "0x319",
"SMSG_CANCEL_AUTO_REPEAT": "0x29C",
"SMSG_WEATHER": "0x2F4",
"SMSG_QUESTUPDATE_ADD_ITEM": "0x19A",
"CMSG_GUILD_DISBAND": "0x08F",
"CMSG_GUILD_LEADER": "0x090",
"CMSG_GUILD_SET_PUBLIC_NOTE": "0x234",
"CMSG_GUILD_SET_OFFICER_NOTE": "0x235"
}

View file

@ -1,49 +1,38 @@
{
"CONTAINER_FIELD_NUM_SLOTS": 48,
"CONTAINER_FIELD_SLOT_1": 50,
"GAMEOBJECT_DISPLAYID": 8,
"ITEM_FIELD_DURABILITY": 48,
"ITEM_FIELD_MAXDURABILITY": 49,
"ITEM_FIELD_STACK_COUNT": 14,
"OBJECT_FIELD_ENTRY": 3,
"OBJECT_FIELD_SCALE_X": 4,
"PLAYER_BYTES": 191,
"PLAYER_BYTES_2": 192,
"PLAYER_END": 1282,
"PLAYER_EXPLORED_ZONES_START": 1111,
"PLAYER_FIELD_BANKBAG_SLOT_1": 612,
"PLAYER_FIELD_BANK_SLOT_1": 564,
"PLAYER_FIELD_COINAGE": 1176,
"PLAYER_FIELD_INV_SLOT_HEAD": 486,
"PLAYER_FIELD_PACK_SLOT_1": 532,
"PLAYER_FLAGS": 190,
"PLAYER_NEXT_LEVEL_XP": 717,
"PLAYER_QUEST_LOG_START": 198,
"PLAYER_REST_STATE_EXPERIENCE": 1175,
"PLAYER_SKILL_INFO_START": 718,
"PLAYER_XP": 716,
"UNIT_DYNAMIC_FLAGS": 143,
"UNIT_END": 188,
"UNIT_FIELD_AURAFLAGS": 98,
"UNIT_FIELD_AURAS": 50,
"UNIT_FIELD_TARGET_LO": 16,
"UNIT_FIELD_TARGET_HI": 17,
"UNIT_FIELD_BYTES_0": 36,
"UNIT_FIELD_BYTES_1": 133,
"UNIT_FIELD_DISPLAYID": 131,
"UNIT_FIELD_FACTIONTEMPLATE": 35,
"UNIT_FIELD_FLAGS": 46,
"UNIT_FIELD_HEALTH": 22,
"UNIT_FIELD_LEVEL": 34,
"UNIT_FIELD_POWER1": 23,
"UNIT_FIELD_MAXHEALTH": 28,
"UNIT_FIELD_MAXPOWER1": 29,
"UNIT_FIELD_LEVEL": 34,
"UNIT_FIELD_FACTIONTEMPLATE": 35,
"UNIT_FIELD_FLAGS": 46,
"UNIT_FIELD_DISPLAYID": 131,
"UNIT_FIELD_MOUNTDISPLAYID": 133,
"UNIT_FIELD_POWER1": 23,
"UNIT_FIELD_AURAS": 50,
"UNIT_NPC_FLAGS": 147,
"UNIT_DYNAMIC_FLAGS": 143,
"UNIT_FIELD_RESISTANCES": 154,
"UNIT_FIELD_STAT0": 138,
"UNIT_FIELD_STAT1": 139,
"UNIT_FIELD_STAT2": 140,
"UNIT_FIELD_STAT3": 141,
"UNIT_FIELD_STAT4": 142,
"UNIT_FIELD_TARGET_HI": 17,
"UNIT_FIELD_TARGET_LO": 16,
"UNIT_NPC_FLAGS": 147
"UNIT_END": 188,
"PLAYER_FLAGS": 190,
"PLAYER_BYTES": 191,
"PLAYER_BYTES_2": 192,
"PLAYER_XP": 716,
"PLAYER_NEXT_LEVEL_XP": 717,
"PLAYER_FIELD_COINAGE": 1176,
"PLAYER_QUEST_LOG_START": 198,
"PLAYER_FIELD_INV_SLOT_HEAD": 486,
"PLAYER_FIELD_PACK_SLOT_1": 532,
"PLAYER_FIELD_BANK_SLOT_1": 564,
"PLAYER_FIELD_BANKBAG_SLOT_1": 612,
"PLAYER_SKILL_INFO_START": 718,
"PLAYER_EXPLORED_ZONES_START": 1111,
"PLAYER_END": 1282,
"GAMEOBJECT_DISPLAYID": 8,
"ITEM_FIELD_STACK_COUNT": 14,
"CONTAINER_FIELD_NUM_SLOTS": 48,
"CONTAINER_FIELD_SLOT_1": 50
}

View file

@ -1,323 +1,99 @@
{
"Achievement": {
"Description": 21,
"ID": 0,
"Points": 39,
"Title": 4
},
"AchievementCriteria": {
"AchievementID": 1,
"Description": 9,
"ID": 0,
"Quantity": 4
},
"AreaTable": {
"ExploreFlag": 3,
"ID": 0,
"MapID": 1,
"ParentAreaNum": 2
},
"CharHairGeosets": {
"GeosetID": 4,
"RaceID": 1,
"SexID": 2,
"Variation": 3
},
"CharSections": {
"BaseSection": 3,
"ColorIndex": 5,
"Flags": 9,
"RaceID": 1,
"SexID": 2,
"Texture1": 6,
"Texture2": 7,
"Texture3": 8,
"VariationIndex": 4
},
"CharTitles": {
"ID": 0,
"Title": 2,
"TitleBit": 36
},
"CharacterFacialHairStyles": {
"Geoset100": 3,
"Geoset200": 5,
"Geoset300": 4,
"RaceID": 0,
"SexID": 1,
"Variation": 2
},
"CreatureDisplayInfo": {
"ExtraDisplayId": 3,
"ID": 0,
"ModelID": 1,
"Skin1": 6,
"Skin2": 7,
"Skin3": 8
},
"CreatureDisplayInfoExtra": {
"BakeName": 20,
"EquipDisplay0": 8,
"EquipDisplay1": 9,
"EquipDisplay10": 18,
"EquipDisplay2": 10,
"EquipDisplay3": 11,
"EquipDisplay4": 12,
"EquipDisplay5": 13,
"EquipDisplay6": 14,
"EquipDisplay7": 15,
"EquipDisplay8": 16,
"EquipDisplay9": 17,
"FaceID": 4,
"FacialHairID": 7,
"HairColorID": 6,
"HairStyleID": 5,
"ID": 0,
"RaceID": 1,
"SexID": 2,
"SkinID": 3
},
"CreatureModelData": {
"ID": 0,
"ModelPath": 2
},
"Emotes": {
"AnimID": 2,
"ID": 0
},
"EmotesText": {
"Command": 1,
"EmoteRef": 2,
"ID": 0,
"OthersNoTargetTextID": 7,
"OthersTargetTextID": 3,
"SenderNoTargetTextID": 9,
"SenderTargetTextID": 5
},
"EmotesTextData": {
"ID": 0,
"Text": 1
},
"Faction": {
"ID": 0,
"ReputationBase0": 10,
"ReputationBase1": 11,
"ReputationBase2": 12,
"ReputationBase3": 13,
"ReputationRaceMask0": 2,
"ReputationRaceMask1": 3,
"ReputationRaceMask2": 4,
"ReputationRaceMask3": 5
},
"FactionTemplate": {
"Enemy0": 6,
"Enemy1": 7,
"Enemy2": 8,
"Enemy3": 9,
"EnemyGroup": 5,
"Faction": 1,
"FactionGroup": 3,
"FriendGroup": 4,
"ID": 0
},
"GameObjectDisplayInfo": {
"ID": 0,
"ModelName": 1
"Spell": {
"ID": 0, "Attributes": 4, "IconID": 133,
"Name": 136, "Tooltip": 139, "Rank": 153, "SchoolMask": 225
},
"ItemDisplayInfo": {
"GeosetGroup1": 7,
"GeosetGroup3": 9,
"ID": 0,
"InventoryIcon": 5,
"LeftModel": 1,
"LeftModelTexture": 3,
"TextureArmLower": 15,
"TextureArmUpper": 14,
"TextureFoot": 21,
"TextureHand": 16,
"TextureLegLower": 20,
"TextureLegUpper": 19,
"TextureTorsoLower": 18,
"TextureTorsoUpper": 17
"ID": 0, "LeftModel": 1, "LeftModelTexture": 3,
"InventoryIcon": 5, "GeosetGroup1": 7, "GeosetGroup3": 9,
"TextureArmUpper": 14, "TextureArmLower": 15, "TextureHand": 16,
"TextureTorsoUpper": 17, "TextureTorsoLower": 18,
"TextureLegUpper": 19, "TextureLegLower": 20, "TextureFoot": 21
},
"ItemSet": {
"ID": 0,
"Item0": 18,
"Item1": 19,
"Item2": 20,
"Item3": 21,
"Item4": 22,
"Item5": 23,
"Item6": 24,
"Item7": 25,
"Item8": 26,
"Item9": 27,
"Name": 1,
"Spell0": 28,
"Spell1": 29,
"Spell2": 30,
"Spell3": 31,
"Spell4": 32,
"Spell5": 33,
"Spell6": 34,
"Spell7": 35,
"Spell8": 36,
"Spell9": 37,
"Threshold0": 38,
"Threshold1": 39,
"Threshold2": 40,
"Threshold3": 41,
"Threshold4": 42,
"Threshold5": 43,
"Threshold6": 44,
"Threshold7": 45,
"Threshold8": 46,
"Threshold9": 47
"CharSections": {
"RaceID": 1, "SexID": 2, "BaseSection": 3,
"VariationIndex": 4, "ColorIndex": 5,
"Texture1": 6, "Texture2": 7, "Texture3": 8,
"Flags": 9
},
"LFGDungeons": {
"ID": 0,
"Name": 1
"SpellIcon": { "ID": 0, "Path": 1 },
"FactionTemplate": {
"ID": 0, "Faction": 1, "FactionGroup": 3,
"FriendGroup": 4, "EnemyGroup": 5,
"Enemy0": 6, "Enemy1": 7, "Enemy2": 8, "Enemy3": 9
},
"Light": {
"ID": 0,
"InnerRadius": 5,
"LightParamsID": 7,
"LightParamsIDRain": 8,
"LightParamsIDUnderwater": 9,
"MapID": 1,
"OuterRadius": 6,
"X": 2,
"Y": 4,
"Z": 3
"Faction": {
"ID": 0, "ReputationRaceMask0": 2, "ReputationRaceMask1": 3,
"ReputationRaceMask2": 4, "ReputationRaceMask3": 5,
"ReputationBase0": 10, "ReputationBase1": 11,
"ReputationBase2": 12, "ReputationBase3": 13
},
"LightFloatBand": {
"BlockIndex": 1,
"NumKeyframes": 2,
"TimeKey0": 3,
"Value0": 19
"Achievement": { "ID": 0, "Title": 4, "Description": 21 },
"AreaTable": { "ID": 0, "ExploreFlag": 3 },
"CreatureDisplayInfoExtra": {
"ID": 0, "RaceID": 1, "SexID": 2, "SkinID": 3, "FaceID": 4,
"HairStyleID": 5, "HairColorID": 6, "FacialHairID": 7,
"EquipDisplay0": 8, "EquipDisplay1": 9, "EquipDisplay2": 10,
"EquipDisplay3": 11, "EquipDisplay4": 12, "EquipDisplay5": 13,
"EquipDisplay6": 14, "EquipDisplay7": 15, "EquipDisplay8": 16,
"EquipDisplay9": 17, "EquipDisplay10": 18, "BakeName": 20
},
"LightIntBand": {
"BlockIndex": 1,
"NumKeyframes": 2,
"TimeKey0": 3,
"Value0": 19
},
"LightParams": {
"LightParamsID": 0
},
"Map": {
"ID": 0,
"InternalName": 1
},
"SkillLine": {
"Category": 1,
"ID": 0,
"Name": 3
},
"SkillLineAbility": {
"SkillLineID": 1,
"SpellID": 2
},
"Spell": {
"Attributes": 4,
"AttributesEx": 5,
"CastingTimeIndex": 47,
"DispelType": 2,
"DurationIndex": 40,
"EffectBasePoints0": 80,
"EffectBasePoints1": 81,
"EffectBasePoints2": 82,
"ID": 0,
"IconID": 133,
"ManaCost": 39,
"Name": 136,
"PowerType": 14,
"RangeIndex": 49,
"Rank": 153,
"SchoolMask": 225,
"Tooltip": 139
},
"SpellIcon": {
"ID": 0,
"Path": 1
},
"SpellItemEnchantment": {
"ID": 0,
"Name": 8
},
"SpellRange": {
"MaxRange": 4
},
"SpellVisual": {
"CastKit": 2,
"ID": 0,
"ImpactKit": 3,
"MissileModel": 8
},
"SpellVisualEffectName": {
"FilePath": 2,
"ID": 0
},
"SpellVisualKit": {
"BaseEffect": 5,
"ID": 0,
"SpecialEffect0": 11,
"SpecialEffect1": 12,
"SpecialEffect2": 13
},
"Talent": {
"Column": 3,
"ID": 0,
"PrereqRank0": 12,
"PrereqTalent0": 9,
"RankSpell0": 4,
"Row": 2,
"TabID": 1
},
"TalentTab": {
"BackgroundFile": 23,
"ClassMask": 20,
"ID": 0,
"Name": 1,
"OrderIndex": 22
"CreatureDisplayInfo": {
"ID": 0, "ModelID": 1, "ExtraDisplayId": 3,
"Skin1": 6, "Skin2": 7, "Skin3": 8
},
"TaxiNodes": {
"ID": 0,
"MapID": 1,
"MountDisplayIdAlliance": 22,
"MountDisplayIdAllianceFallback": 20,
"MountDisplayIdHorde": 23,
"MountDisplayIdHordeFallback": 21,
"Name": 5,
"X": 2,
"Y": 3,
"Z": 4
},
"TaxiPath": {
"Cost": 3,
"FromNode": 1,
"ID": 0,
"ToNode": 2
"ID": 0, "MapID": 1, "X": 2, "Y": 3, "Z": 4, "Name": 5,
"MountDisplayIdAllianceFallback": 20, "MountDisplayIdHordeFallback": 21,
"MountDisplayIdAlliance": 22, "MountDisplayIdHorde": 23
},
"TaxiPath": { "ID": 0, "FromNode": 1, "ToNode": 2, "Cost": 3 },
"TaxiPathNode": {
"ID": 0,
"MapID": 3,
"NodeIndex": 2,
"PathID": 1,
"X": 4,
"Y": 5,
"Z": 6
"ID": 0, "PathID": 1, "NodeIndex": 2, "MapID": 3,
"X": 4, "Y": 5, "Z": 6
},
"TalentTab": {
"ID": 0, "Name": 1, "ClassMask": 20,
"OrderIndex": 22, "BackgroundFile": 23
},
"Talent": {
"ID": 0, "TabID": 1, "Row": 2, "Column": 3,
"RankSpell0": 4, "PrereqTalent0": 9, "PrereqRank0": 12
},
"SkillLineAbility": { "SkillLineID": 1, "SpellID": 2 },
"SkillLine": { "ID": 0, "Category": 1, "Name": 3 },
"Map": { "ID": 0, "InternalName": 1 },
"CreatureModelData": { "ID": 0, "ModelPath": 2 },
"CharHairGeosets": {
"RaceID": 1, "SexID": 2, "Variation": 3, "GeosetID": 4
},
"CharacterFacialHairStyles": {
"RaceID": 0, "SexID": 1, "Variation": 2,
"Geoset100": 3, "Geoset300": 4, "Geoset200": 5
},
"GameObjectDisplayInfo": { "ID": 0, "ModelName": 1 },
"Emotes": { "ID": 0, "AnimID": 2 },
"EmotesText": {
"ID": 0, "Command": 1, "EmoteRef": 2,
"OthersTargetTextID": 3, "SenderTargetTextID": 5,
"OthersNoTargetTextID": 7, "SenderNoTargetTextID": 9
},
"EmotesTextData": { "ID": 0, "Text": 1 },
"Light": {
"ID": 0, "MapID": 1, "X": 2, "Z": 3, "Y": 4,
"InnerRadius": 5, "OuterRadius": 6, "LightParamsID": 7,
"LightParamsIDRain": 8, "LightParamsIDUnderwater": 9
},
"LightParams": { "LightParamsID": 0 },
"LightIntBand": {
"BlockIndex": 1, "NumKeyframes": 2, "TimeKey0": 3, "Value0": 19
},
"LightFloatBand": {
"BlockIndex": 1, "NumKeyframes": 2, "TimeKey0": 3, "Value0": 19
},
"WorldMapArea": {
"AreaID": 2,
"AreaName": 3,
"DisplayMapID": 8,
"ID": 0,
"LocBottom": 7,
"LocLeft": 4,
"LocRight": 5,
"LocTop": 6,
"MapID": 1,
"ParentWorldMapID": 10
"ID": 0, "MapID": 1, "AreaID": 2, "AreaName": 3,
"LocLeft": 4, "LocRight": 5, "LocTop": 6, "LocBottom": 7,
"DisplayMapID": 8, "ParentWorldMapID": 10
}
}

View file

@ -1,61 +1,37 @@
{
"CONTAINER_FIELD_NUM_SLOTS": 64,
"CONTAINER_FIELD_SLOT_1": 66,
"GAMEOBJECT_DISPLAYID": 8,
"ITEM_FIELD_DURABILITY": 60,
"ITEM_FIELD_MAXDURABILITY": 61,
"ITEM_FIELD_STACK_COUNT": 14,
"OBJECT_FIELD_ENTRY": 3,
"OBJECT_FIELD_SCALE_X": 4,
"PLAYER_BLOCK_PERCENTAGE": 1024,
"PLAYER_BYTES": 153,
"PLAYER_BYTES_2": 154,
"PLAYER_CHOSEN_TITLE": 1349,
"PLAYER_CRIT_PERCENTAGE": 1029,
"PLAYER_DODGE_PERCENTAGE": 1025,
"PLAYER_EXPLORED_ZONES_START": 1041,
"PLAYER_FIELD_ARENA_CURRENCY": 1423,
"PLAYER_FIELD_BANKBAG_SLOT_1": 458,
"PLAYER_FIELD_BANK_SLOT_1": 402,
"PLAYER_FIELD_COINAGE": 1170,
"PLAYER_FIELD_COMBAT_RATING_1": 1231,
"PLAYER_FIELD_HONOR_CURRENCY": 1422,
"PLAYER_FIELD_INV_SLOT_HEAD": 324,
"PLAYER_FIELD_MOD_DAMAGE_DONE_POS": 1171,
"PLAYER_FIELD_MOD_HEALING_DONE_POS": 1192,
"PLAYER_FIELD_PACK_SLOT_1": 370,
"PLAYER_FLAGS": 150,
"PLAYER_NEXT_LEVEL_XP": 635,
"PLAYER_PARRY_PERCENTAGE": 1026,
"PLAYER_QUEST_LOG_START": 158,
"PLAYER_RANGED_CRIT_PERCENTAGE": 1030,
"PLAYER_REST_STATE_EXPERIENCE": 1169,
"PLAYER_SKILL_INFO_START": 636,
"PLAYER_SPELL_CRIT_PERCENTAGE1": 1032,
"PLAYER_XP": 634,
"UNIT_DYNAMIC_FLAGS": 147,
"UNIT_END": 148,
"UNIT_FIELD_ATTACK_POWER": 123,
"UNIT_FIELD_TARGET_LO": 6,
"UNIT_FIELD_TARGET_HI": 7,
"UNIT_FIELD_BYTES_0": 23,
"UNIT_FIELD_BYTES_1": 137,
"UNIT_FIELD_DISPLAYID": 67,
"UNIT_FIELD_HEALTH": 24,
"UNIT_FIELD_POWER1": 25,
"UNIT_FIELD_MAXHEALTH": 32,
"UNIT_FIELD_MAXPOWER1": 33,
"UNIT_FIELD_LEVEL": 54,
"UNIT_FIELD_FACTIONTEMPLATE": 55,
"UNIT_FIELD_FLAGS": 59,
"UNIT_FIELD_FLAGS_2": 60,
"UNIT_FIELD_HEALTH": 24,
"UNIT_FIELD_LEVEL": 54,
"UNIT_FIELD_MAXHEALTH": 32,
"UNIT_FIELD_MAXPOWER1": 33,
"UNIT_FIELD_DISPLAYID": 67,
"UNIT_FIELD_MOUNTDISPLAYID": 69,
"UNIT_FIELD_POWER1": 25,
"UNIT_FIELD_RANGED_ATTACK_POWER": 126,
"UNIT_NPC_FLAGS": 82,
"UNIT_DYNAMIC_FLAGS": 147,
"UNIT_FIELD_RESISTANCES": 99,
"UNIT_FIELD_STAT0": 84,
"UNIT_FIELD_STAT1": 85,
"UNIT_FIELD_STAT2": 86,
"UNIT_FIELD_STAT3": 87,
"UNIT_FIELD_STAT4": 88,
"UNIT_FIELD_TARGET_HI": 7,
"UNIT_FIELD_TARGET_LO": 6,
"UNIT_NPC_FLAGS": 82
"UNIT_END": 148,
"PLAYER_FLAGS": 150,
"PLAYER_BYTES": 153,
"PLAYER_BYTES_2": 154,
"PLAYER_XP": 634,
"PLAYER_NEXT_LEVEL_XP": 635,
"PLAYER_FIELD_COINAGE": 1170,
"PLAYER_QUEST_LOG_START": 158,
"PLAYER_FIELD_INV_SLOT_HEAD": 324,
"PLAYER_FIELD_PACK_SLOT_1": 370,
"PLAYER_FIELD_BANK_SLOT_1": 402,
"PLAYER_FIELD_BANKBAG_SLOT_1": 458,
"PLAYER_SKILL_INFO_START": 636,
"PLAYER_EXPLORED_ZONES_START": 1041,
"GAMEOBJECT_DISPLAYID": 8,
"ITEM_FIELD_STACK_COUNT": 14,
"CONTAINER_FIELD_NUM_SLOTS": 64,
"CONTAINER_FIELD_SLOT_1": 66
}

View file

@ -1,36 +0,0 @@
-- HelloWorld addon — demonstrates the WoWee addon system
-- Initialize saved variables (persisted across sessions)
if not HelloWorldDB then
HelloWorldDB = { loginCount = 0 }
end
HelloWorldDB.loginCount = (HelloWorldDB.loginCount or 0) + 1
-- Create a frame and register for events (standard WoW addon pattern)
local f = CreateFrame("Frame", "HelloWorldFrame")
f:RegisterEvent("PLAYER_ENTERING_WORLD")
f:RegisterEvent("CHAT_MSG_SAY")
f:SetScript("OnEvent", function(self, event, ...)
if event == "PLAYER_ENTERING_WORLD" then
local name = UnitName("player")
local level = UnitLevel("player")
print("|cff00ff00[HelloWorld]|r Welcome, " .. name .. "! (Level " .. level .. ")")
print("|cff00ff00[HelloWorld]|r Login count: " .. HelloWorldDB.loginCount)
elseif event == "CHAT_MSG_SAY" then
local msg, sender = ...
if msg and sender then
print("|cff00ff00[HelloWorld]|r " .. sender .. " said: " .. msg)
end
end
end)
-- Register a custom slash command
SLASH_HELLOWORLD1 = "/hello"
SLASH_HELLOWORLD2 = "/hw"
SlashCmdList["HELLOWORLD"] = function(args)
print("|cff00ff00[HelloWorld]|r Hello! " .. (args ~= "" and args or "Type /hello <message>"))
print("|cff00ff00[HelloWorld]|r Sessions: " .. HelloWorldDB.loginCount)
end
print("|cff00ff00[HelloWorld]|r Addon loaded. Type /hello to test.")

View file

@ -1,5 +0,0 @@
## Interface: 30300
## Title: Hello World
## Notes: Test addon for the WoWee addon system
## SavedVariables: HelloWorldDB
HelloWorld.lua

View file

@ -41,6 +41,7 @@
"SMSG_SPLINE_MOVE_SET_RUN_BACK_SPEED": "SMSG_SPLINE_SET_RUN_BACK_SPEED",
"SMSG_SPLINE_MOVE_SET_RUN_SPEED": "SMSG_SPLINE_SET_RUN_SPEED",
"SMSG_SPLINE_MOVE_SET_SWIM_SPEED": "SMSG_SPLINE_SET_SWIM_SPEED",
"SMSG_UPDATE_AURA_DURATION": "SMSG_EQUIPMENT_SET_SAVED",
"SMSG_VICTIMSTATEUPDATE_OBSOLETE": "SMSG_BATTLEFIELD_PORT_DENIED"
}
}

View file

@ -1,130 +0,0 @@
# Multi-Expansion Architecture Guide
WoWee supports three World of Warcraft expansions in a unified codebase using an expansion profile system. This guide explains how the multi-expansion support works.
## Supported Expansions
- **Vanilla (Classic) 1.12** - Original World of Warcraft
- **The Burning Crusade (TBC) 2.4.3** - First expansion
- **Wrath of the Lich King (WotLK) 3.3.5a** - Second expansion
- **Turtle WoW 1.17** - Custom Vanilla-based server with extended content
## Architecture Overview
The multi-expansion support is built on the **Expansion Profile** system:
1. **ExpansionProfile** (`include/game/expansion_profile.hpp`) - Metadata about each expansion
- Defines protocol version, data paths, asset locations
- Specifies which packet parsers to use
2. **Packet Parsers** - Expansion-specific message handling
- `packet_parsers_classic.cpp` - Vanilla 1.12 / Turtle WoW message parsing
- `packet_parsers_tbc.cpp` - TBC 2.4.3 message parsing
- Default (WotLK 3.3.5a) parsers in `game_handler.cpp` and domain handlers
3. **Update Fields** - Expansion-specific entity data layout
- Loaded from `update_fields.json` in expansion data directory
- Defines UNIT_END, OBJECT_END, field indices for stats/health/mana
## How to Use Different Expansions
### At Startup
WoWee auto-detects the expansion based on:
1. Realm list response (protocol version)
2. Server build number
3. Update field count
### Manual Selection
Set environment variable:
```bash
WOWEE_EXPANSION=tbc ./wowee # Force TBC
WOWEE_EXPANSION=classic ./wowee # Force Classic
```
## Key Differences Between Expansions
### Packet Format Differences
#### SMSG_SPELL_COOLDOWN
- **Classic**: 12 bytes per entry (spellId + itemId + cooldown, no flags)
- **TBC/WotLK**: 8 bytes per entry (spellId + cooldown) + flags byte
#### SMSG_ACTION_BUTTONS
- **Classic**: 120 slots, no mode byte
- **TBC**: 132 slots, no mode byte
- **WotLK**: 144 slots + uint8 mode byte
#### SMSG_PARTY_MEMBER_STATS
- **Classic/TBC**: Full uint64 for guid, uint16 health
- **WotLK**: PackedGuid format, uint32 health
### Data Differences
- **Talent trees**: Different spell IDs and tree structure per expansion
- **Items**: Different ItemDisplayInfo entries
- **Spells**: Different base stats, cooldowns
- **Character textures**: Expansion-specific variants for races
## Adding Support for Another Expansion
1. Create new expansion profile entry in `expansion_profile.cpp`
2. Add packet parser file (`packet_parsers_*.cpp`) for message variants
3. Create update_fields.json with correct field layout
4. Test realm connection and character loading
## Code Patterns
### Checking Current Expansion
```cpp
#include "game/game_utils.hpp"
// Shared helpers (defined in game_utils.hpp)
if (isActiveExpansion("tbc")) {
// TBC-specific code
}
if (isClassicLikeExpansion()) {
// Classic or Turtle WoW
}
if (isPreWotlk()) {
// Classic, Turtle, or TBC (not WotLK)
}
```
### Expansion-Specific Packet Parsing
```cpp
// In packet_parsers_*.cpp, implement expansion-specific logic
bool TbcPacketParsers::parseXxx(network::Packet& packet, XxxData& data) {
// Custom logic for this expansion's packet format
}
```
## Common Issues
### "Update fields mismatch" Error
- Ensure `update_fields.json` matches server's field layout
- Check OBJECT_END and UNIT_END values
- Verify field indices for your target expansion
### "Unknown packet" Warnings
- Expansion-specific opcodes may not be registered
- Check packet parser registration in `game_handler.cpp`
- Verify expansion profile is active
### Packet Parsing Failures
- Each expansion has different struct layouts
- Always read data size first, then upfront validate
- Use size capping (e.g., max 100 items in list)
## References
- `include/game/expansion_profile.hpp` - Expansion metadata
- `include/game/game_utils.hpp` - `isActiveExpansion()`, `isClassicLikeExpansion()`, `isPreWotlk()`
- `src/game/packet_parsers_classic.cpp` / `packet_parsers_tbc.cpp` - Expansion-specific parsing
- `docs/status.md` - Current feature support
- `docs/` directory - Additional protocol documentation

View file

@ -1,226 +0,0 @@
# Getting Started with WoWee
WoWee is a native C++ World of Warcraft client that connects to private servers. This guide walks you through setting up and playing WoWee.
## Prerequisites
- **World of Warcraft Game Data** (Vanilla 1.12, TBC 2.4.3, or WotLK 3.3.5a)
- **A Private Server** (AzerothCore, TrinityCore, Mangos, or Turtle WoW compatible)
- **System Requirements**: Linux, macOS, or Windows with a Vulkan-capable GPU
## Installation
### Step 1: Build WoWee
See [Building](README.md#building) section in README for detailed build instructions.
**Quick start (Linux/macOS)**:
```bash
./build.sh
cd build/bin
./wowee
```
**Quick start (Windows)**:
```powershell
.\build.ps1
cd build\bin
.\wowee.exe
```
### Step 2: Extract Game Data
WoWee needs game assets from your WoW installation:
**Using provided script (Linux/macOS)**:
```bash
./extract_assets.sh /path/to/wow/directory
```
**Using provided script (Windows)**:
```powershell
.\extract_assets.ps1 "C:\Games\WoW-3.3.5a\Data"
```
**Manual extraction**:
1. Install [StormLib](https://github.com/ladislav-zezula/StormLib)
2. Use `asset_extract` or extract manually to `./Data/`:
```
Data/
├── manifest.json # File index (generated by asset_extract)
├── expansions/<id>/ # Per-expansion config and DB
├── character/ # Character textures
├── creature/ # Creature models/textures
├── interface/ # UI textures and icons
├── item/ # Item model textures
├── spell/ # Spell effect models
├── terrain/ # ADT terrain, WMO, M2 doodads
├── world/ # World map images
└── sound/ # Audio files
```
### Step 3: Connect to a Server
1. **Start WoWee**
```bash
cd build/bin && ./wowee
```
2. **Enter Realm Information**
- Server Address: e.g., `localhost:3724` or `play.example.com:3724`
- WoWee fetches the realm list automatically
- Select your realm and click **Connect**
3. **Choose Character**
- Select existing character or create new one
- Customize appearance and settings
- Click **Enter World**
## First Steps in Game
### Default Controls
| Action | Key |
|--------|-----|
| Move Forward | W |
| Move Backward | S |
| Strafe Left | A |
| Strafe Right | D |
| Jump | Space |
| Toggle Chat | Enter |
| Open Character Screen | C |
| Open Inventory | I |
| Open All Bags | B |
| Open Spellbook | P |
| Open Talents | N |
| Open Quest Log | L |
| Open World Map | M |
| Toggle Nameplates | V |
| Toggle Raid Frames | F |
| Open Guild Roster | O |
| Open Dungeon Finder | J |
| Open Achievements | Y |
| Open Skills | K |
| Toggle Settings | Escape |
| Target Next Enemy | Tab |
| Target Previous Enemy | Shift+Tab |
### Customizing Controls
Press **Escape****Keybindings** to customize hotkeys.
## Recommended First Steps
### 1. Adjust Graphics Settings
- Press Escape → **Video Settings**
- Select appropriate **Graphics Preset** for your GPU:
- **LOW**: Low-end GPUs or when performance is priority
- **MEDIUM**: Balanced quality and performance
- **HIGH**: Good GPU with modern drivers
- **ULTRA**: High-end GPU for maximum quality
### 2. Adjust Audio
- Press Escape → **Audio Settings**
- Set **Master Volume** to preferred level
- Adjust individual audio tracks (Music, Ambient, UI, etc.)
- Toggle **Original Soundtrack** if available
### 3. Configure UI
- Press Escape → **Game Settings**
- Minimap preferences (rotation, square mode, zoom)
- Bag settings (separate windows, compact mode)
- Action bar visibility
### 4. Complete First Quest
- Talk to nearby NPCs (they have quest markers ! or ?)
- Accept quest, complete objectives, return for reward
- Level up and gain experience
## Important Notes
### Data Directory
Game data is loaded from `Data/` subdirectory:
- If running from build folder: `../../Data` (symlinked automatically)
- If running from binary folder: `./Data` (must exist)
- If running in-place: Ensure `Data/` is in correct location
### Settings
- Settings are saved to `~/.wowee/settings.cfg` (Linux/macOS)
- Or `%APPDATA%\wowee\settings.cfg` (Windows)
- Keybindings, graphics settings, and UI state persist
### Multi-Expansion Support
WoWee auto-detects expansion from server:
- **Vanilla 1.12** - Original game
- **TBC 2.4.3** - Burning Crusade
- **WotLK 3.3.5a** - Wrath of the Lich King
You can override with environment variable:
```bash
WOWEE_EXPANSION=tbc ./wowee # Force TBC
```
## Troubleshooting
### "No realm list" or "Connection Failed"
- Check server address is correct
- Verify server is running
- See [Troubleshooting Guide](TROUBLESHOOTING.md#connection-issues)
### Graphics Errors
- See [Graphics Troubleshooting](TROUBLESHOOTING.md#graphics-issues)
- Start with LOW graphics preset
- Update GPU driver
### Audio Not Working
- Check system audio is enabled
- Verify audio files are extracted
- See [Audio Troubleshooting](TROUBLESHOOTING.md#audio-issues)
### General Issues
- Comprehensive troubleshooting: See [TROUBLESHOOTING.md](TROUBLESHOOTING.md)
- Check `logs/wowee.log` in the working directory for errors
- Verify expansion matches server requirements
## Server Configuration
### Tested Servers
- **AzerothCore** - Full support, recommended for learning
- **TrinityCore** - Full support, extensive customization
- **Mangos** - Full support, solid foundation
- **Turtle WoW** - Full support, 1.17 custom content
### Server Requirements
- Must support Vanilla, TBC, or WotLK protocol
- Warden anti-cheat supported (module execution via emulation)
- Network must allow connections to realm list and world server ports
See [Multi-Expansion Guide](EXPANSION_GUIDE.md) for protocol details.
## Next Steps
1. **Explore the World** - Travel to different zones and enjoy the landscape
2. **Join a Guild** - Find other players to group with
3. **Run Dungeons** - Experience instanced content
4. **PvP** - Engage in player-versus-player combat
5. **Twink Alt** - Create additional characters
6. **Customize Settings** - Fine-tune graphics, audio, and UI
## Getting Help
- **Game Issues**: See [TROUBLESHOOTING.md](TROUBLESHOOTING.md)
- **Graphics Help**: See [Graphics & Performance](README.md#graphics--performance) section
- **Multi-Expansion**: See [EXPANSION_GUIDE.md](EXPANSION_GUIDE.md)
- **Building Issues**: See [README.md](README.md#building)
## Tips for Better Performance
- Start with reasonable graphics preset for your GPU
- Close other applications when testing
- Keep GPU drivers updated
- Use FSR2 (if supported) for smooth 60+ FPS on weaker hardware
- Monitor frame rate with debug overlay (if available)
## Enjoy!
WoWee is a project to experience classic World of Warcraft on a modern engine. Have fun exploring Azeroth!

View file

@ -9,27 +9,28 @@ arch=('x86_64')
url="https://github.com/Kelsidavis/WoWee"
license=('MIT')
depends=(
'sdl2' # Windowing and event loop
'vulkan-icd-loader' # Vulkan runtime (GPU driver communication)
'openssl' # SRP6a auth protocol (key exchange + RC4 encryption)
'zlib' # Network packet decompression and Warden module inflate
'ffmpeg' # Video playback (login cinematics)
'unicorn' # Warden anti-cheat x86 emulation (cross-platform, no Wine)
'libx11' # X11 windowing support
'stormlib' # AUR — MPQ extraction (wowee-extract-assets uses libstorm.so)
'sdl2'
'vulkan-icd-loader'
'openssl'
'zlib'
'ffmpeg'
'unicorn'
'glew'
'libx11'
'stormlib' # AUR — required at runtime by wowee-extract-assets (libstorm.so)
)
makedepends=(
'git' # Clone submodules (imgui, vk-bootstrap)
'cmake' # Build system
'pkgconf' # Dependency detection
'glm' # Header-only math library (vectors, matrices, quaternions)
'vulkan-headers' # Vulkan API definitions (build-time only)
'shaderc' # GLSL → SPIR-V shader compilation
'python' # Opcode registry generation and DBC validation scripts
'git'
'cmake'
'pkgconf'
'glm'
'vulkan-headers'
'shaderc'
'python'
)
provides=('wowee')
conflicts=('wowee')
source=("${pkgname}::git+https://github.com/Kelsidavis/WoWee.git#branch=master"
source=("${pkgname}::git+https://github.com/Kelsidavis/WoWee.git#branch=main"
"git+https://github.com/ocornut/imgui.git"
"git+https://github.com/charles-lunarg/vk-bootstrap.git")
sha256sums=('SKIP' 'SKIP' 'SKIP')

View file

@ -19,15 +19,13 @@ Protocol Compatible with **Vanilla (Classic) 1.12 + TBC 2.4.3 + WotLK 3.3.5a**.
> **Legal Disclaimer**: This is an educational/research project. It does not include any Blizzard Entertainment assets, data files, or proprietary code. World of Warcraft and all related assets are the property of Blizzard Entertainment, Inc. This project is not affiliated with or endorsed by Blizzard Entertainment. Users are responsible for supplying their own legally obtained game data files and for ensuring compliance with all applicable laws in their jurisdiction.
## Status & Direction (2026-03-30)
## Status & Direction (2026-03-07)
- **Compatibility**: **Vanilla (Classic) 1.12 + TBC 2.4.3 + WotLK 3.3.5a** are all supported via expansion profiles and per-expansion packet parsers. All three expansions are roughly on par.
- **Tested against**: AzerothCore/ChromieCraft, TrinityCore, Mangos, and Turtle WoW (1.17).
- **Current focus**: code quality (SOLID decomposition, documentation), rendering stability, and multi-expansion coverage.
- **Compatibility**: **Vanilla (Classic) 1.12 + TBC 2.4.3 + WotLK 3.3.5a** are all supported via expansion profiles and per-expansion packet parsers (`src/game/packet_parsers_classic.cpp`, `src/game/packet_parsers_tbc.cpp`). All three expansions are roughly on par — no single one is significantly more complete than the others.
- **Tested against**: AzerothCore, TrinityCore, Mangos, and Turtle WoW (1.17).
- **Current focus**: instance dungeons, visual accuracy (lava/water, shadow mapping, WMO interiors), and multi-expansion coverage.
- **Warden**: Full module execution via Unicorn Engine CPU emulation. Decrypts (RC4→RSA→zlib), parses and relocates the PE module, executes via x86 emulation with Windows API interception. Module cache at `~/.local/share/wowee/warden_cache/`.
- **CI**: GitHub Actions builds for Linux (x86-64, ARM64), Windows (MSYS2 x86-64 + ARM64), and macOS (ARM64). Security scans via CodeQL, Semgrep, and sanitizers.
- **Container builds**: Multi-platform Docker build system for Linux, macOS (arm64/x86_64 via osxcross), and Windows (LLVM-MinGW) cross-compilation.
- **Release**: v1.8.9-preview — 530+ WoW API functions, 140+ events, 664 opcode handlers.
- **CI**: GitHub Actions builds for Linux (x86-64, ARM64), Windows (MSYS2), and macOS (ARM64). Security scans via CodeQL, Semgrep, and sanitizers.
## Features
@ -54,7 +52,7 @@ Protocol Compatible with **Vanilla (Classic) 1.12 + TBC 2.4.3 + WotLK 3.3.5a**.
- **Movement** -- WASD movement, camera orbit, spline path following, transport riding (trams, ships, zeppelins), movement ACK responses
- **Combat** -- Auto-attack, spell casting with cooldowns, damage calculation, death handling, spirit healer resurrection
- **Targeting** -- Tab-cycling with hostility filtering, click-to-target, faction-based hostility (using Faction.dbc)
- **Inventory** -- 23 equipment slots, 16 backpack slots, drag-drop, auto-equip, item tooltips with weapon damage/speed, server-synced bag sort (quality/type/stack), independent bag windows
- **Inventory** -- 23 equipment slots, 16 backpack slots, drag-drop, auto-equip, item tooltips with weapon damage/speed
- **Bank** -- Full bank support for all expansions, bag slots, drag-drop, right-click deposit (non-equippable items)
- **Spells** -- Spellbook with specialty, general, profession, mount, and companion tabs; drag-drop to action bar; item use support
- **Talents** -- Talent tree UI with proper visuals and functionality
@ -68,34 +66,10 @@ Protocol Compatible with **Vanilla (Classic) 1.12 + TBC 2.4.3 + WotLK 3.3.5a**.
- **Gossip** -- NPC interaction, dialogue options
- **Chat** -- Tabs/channels, emotes, chat bubbles, clickable URLs, clickable item links with tooltips
- **Party** -- Group invites, party list, out-of-range member health via SMSG_PARTY_MEMBER_STATS
- **Pets** -- Pet tracking via SMSG_PET_SPELLS, action bar (10 slots with icon/autocast tinting/tooltips), dismiss button
- **Map Exploration** -- Subzone-level fog-of-war reveal, world map with continent/zone views, quest POI markers, taxi node markers, party member dots
- **NPC Voices** -- Race/gender-specific NPC greeting, farewell, vendor, pissed, aggro, and flee sounds for all playable races including Blood Elf and Draenei
- **Pets** -- Pet tracking via SMSG_PET_SPELLS, dismiss pet button
- **Map Exploration** -- Subzone-level fog-of-war reveal matching retail behavior
- **Warden** -- Warden anti-cheat module execution via Unicorn Engine x86 emulation (cross-platform, no Wine)
- **UI** -- Loading screens with progress bar, settings window with graphics quality presets (LOW/MEDIUM/HIGH/ULTRA), shadow distance slider, minimap with zoom/rotation/square mode, top-right minimap mute speaker, separate bag windows with compact-empty mode (aggregate view)
## Graphics & Performance
### Quality Presets
WoWee includes four built-in graphics quality presets to help you quickly balance visual quality and performance:
| Preset | Shadows | MSAA | Normal Mapping | Clutter Density |
|--------|---------|------|----------------|-----------------|
| **LOW** | Off | Off | Disabled | 25% |
| **MEDIUM** | 200m distance | 2x | Basic | 60% |
| **HIGH** | 350m distance | 4x | Full (0.8x) | 100% |
| **ULTRA** | 500m distance | 8x | Enhanced (1.2x) | 150% |
Press Escape to open **Video Settings** and select a preset, or adjust individual settings for a custom configuration.
### Performance Tips
- Start with **LOW** or **MEDIUM** if you experience frame drops
- Shadows and MSAA have the largest impact on performance
- Reduce **shadow distance** if shadows cause issues
- Disable **water refraction** if you encounter GPU errors (requires FSR to be active)
- Use **FSR2** (built-in upscaling) for better frame rates on modern GPUs
- **UI** -- Loading screens with progress bar, settings window (shadow distance slider), minimap with zoom/rotation/square mode, top-right minimap mute speaker, separate bag windows with compact-empty mode (aggregate view)
## Building

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@ -1,184 +0,0 @@
# Troubleshooting Guide
This guide covers common issues and solutions for WoWee.
## Connection Issues
### "Authentication Failed"
- **Cause**: Incorrect server address, expired realm list, or version mismatch
- **Solution**:
1. Verify server address in realm list is correct
2. Ensure your WoW data directory is for the correct expansion (Vanilla/TBC/WotLK)
3. Check that the emulator server is running and reachable
### "Realm List Connection Failed"
- **Cause**: Server is down, firewall blocking connection, or DNS issue
- **Solution**:
1. Verify server IP/hostname is correct
2. Test connectivity: `ping realm-server-address`
3. Check firewall rules for port 3724 (auth) and 8085 (realm list)
4. Try using IP address instead of hostname (DNS issues)
### "Connection Lost During Login"
- **Cause**: Network timeout, server overload, or incompatible protocol version
- **Solution**:
1. Check your network connection
2. Reduce number of assets loading (lower graphics preset)
3. Verify server supports this expansion version
## Graphics Issues
### "VK_ERROR_DEVICE_LOST" or Client Crashes
- **Cause**: GPU driver issue, insufficient VRAM, or graphics feature incompatibility
- **Solution**:
1. **Immediate**: Disable advanced graphics features:
- Press Escape → Video Settings
- Set graphics preset to **LOW**
- Disable Water Refraction (requires FSR)
- Disable MSAA (set to Off)
2. **Medium term**: Update GPU driver to latest version
3. **Verify**: Use a graphics test tool to ensure GPU stability
4. **If persists**: Try FSR2 disabled mode - check renderer logs
### Black Screen or Rendering Issues
- **Cause**: Missing shaders, GPU memory allocation failure, or incorrect graphics settings
- **Solution**:
1. Check logs: Look in `~/.wowee/logs/` for error messages
2. Verify shaders compiled: Check for `.spv` files in `assets/shaders/compiled/`
3. Reduce shadow distance: Press Escape → Video Settings → Lower shadow distance from 300m to 100m
4. Disable shadows entirely if issues persist
### Low FPS or Frame Stuttering
- **Cause**: Too high graphics settings for your GPU, memory fragmentation, or asset loading
- **Solution**:
1. Apply lower graphics preset: Escape → LOW or MEDIUM
2. Disable MSAA: Set to "Off"
3. Reduce draw distance: Move further away from complex areas
4. Close other applications consuming GPU memory
5. Check CPU usage - if high, reduce number of visible entities
### Water/Terrain Flickering
- **Cause**: Shadow mapping artifacts, terrain LOD issues, or GPU memory pressure
- **Solution**:
1. Increase shadow distance slightly (150m to 200m)
2. Disable shadows entirely as last resort
3. Check GPU memory usage
## Audio Issues
### No Sound
- **Cause**: Audio initialization failed, missing audio data, or incorrect mixer setup
- **Solution**:
1. Check system audio is working: Test with another application
2. Verify audio files extracted: Check for `.wav` files in `Data/Audio/`
3. Unmute audio: Look for speaker icon in minimap (top-right) - click to unmute
4. Check settings: Escape → Audio Settings → Master Volume > 0
### Sound Cutting Out
- **Cause**: Audio buffer underrun, too many simultaneous sounds, or driver issue
- **Solution**:
1. Lower audio volume: Escape → Audio Settings → Reduce Master Volume
2. Disable distant ambient sounds: Reduce Ambient Volume
3. Reduce number of particle effects
4. Update audio driver
## Gameplay Issues
### Character Stuck or Not Moving
- **Cause**: Network synchronization issue, collision bug, or server desync
- **Solution**:
1. Try pressing Escape to deselect any target, then move
2. Jump (Spacebar) to test physics
3. Reload the character: Press Escape → Disconnect → Reconnect
4. Check for transport/vehicle state: Press 'R' to dismount if applicable
### Spells Not Casting or Showing "Error"
- **Cause**: Cooldown, mana insufficient, target out of range, or server desync
- **Solution**:
1. Verify spell is off cooldown (action bar shows availability)
2. Check mana/energy: Look at player frame (top-left)
3. Verify target range: Hover action bar button for range info
4. Check server logs for error messages (combat log will show reason)
### Quests Not Updating
- **Cause**: Objective already completed in different session, quest giver not found, or network desync
- **Solution**:
1. Check quest objective: Open quest log (Q key) → Verify objective requirements
2. Re-interact with NPC to trigger update packet
3. Reload character if issue persists
### Items Not Appearing in Inventory
- **Cause**: Inventory full, item filter active, or network desync
- **Solution**:
1. Check inventory space: Open inventory (B key) → Count free slots
2. Verify item isn't already there: Search inventory for item name
3. Check if bags are full: Open bag windows, consolidate items
4. Reload character if item is still missing
## Performance Optimization
### For Low-End GPUs
```
Graphics Preset: LOW
- Shadows: OFF
- MSAA: OFF
- Normal Mapping: Disabled
- Clutter Density: 25%
- Draw Distance: Minimum
- Particles: Reduced
```
### For Mid-Range GPUs
```
Graphics Preset: MEDIUM
- Shadows: 200m
- MSAA: 2x
- Normal Mapping: Basic
- Clutter Density: 60%
- FSR2: Enabled (if desired)
```
### For High-End GPUs
```
Graphics Preset: HIGH or ULTRA
- Shadows: 350-500m
- MSAA: 4-8x
- Normal Mapping: Full (1.2x strength)
- Clutter Density: 100-150%
- FSR2: Optional (for 4K smoothness)
```
## Getting Help
### Check Logs
Detailed logs are saved to `logs/wowee.log` in the working directory (typically `build/bin/`).
Include relevant log entries when reporting issues.
### Check Server Compatibility
- **AzerothCore**: Full support
- **TrinityCore**: Full support
- **Mangos**: Full support
- **Turtle WoW**: Full support (1.17)
### Report Issues
If you encounter a bug:
1. Enable logging: Watch console for error messages
2. Reproduce the issue consistently
3. Gather system info: GPU, driver version, OS
4. Check if issue is expansion-specific (Classic/TBC/WotLK)
5. Report with detailed steps to reproduce
### Clear Cache
If experiencing persistent issues, clear WoWee's cache:
```bash
# Linux/macOS
rm -rf ~/.wowee/warden_cache/
rm -rf ~/.wowee/asset_cache/
# Windows
rmdir %APPDATA%\wowee\warden_cache\ /s
rmdir %APPDATA%\wowee\asset_cache\ /s
```
Then restart WoWee to rebuild cache.

38
assets/shaders/basic.frag Normal file
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@ -0,0 +1,38 @@
#version 330 core
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
out vec4 FragColor;
uniform vec3 uLightPos;
uniform vec3 uViewPos;
uniform vec4 uColor;
uniform sampler2D uTexture;
uniform bool uUseTexture;
void main() {
// Ambient
vec3 ambient = 0.3 * vec3(1.0);
// Diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(uLightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * vec3(1.0);
// Specular
vec3 viewDir = normalize(uViewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
vec3 specular = 0.5 * spec * vec3(1.0);
vec3 result = (ambient + diffuse + specular);
if (uUseTexture) {
FragColor = texture(uTexture, TexCoord) * vec4(result, 1.0);
} else {
FragColor = uColor * vec4(result, 1.0);
}
}

22
assets/shaders/basic.vert Normal file
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@ -0,0 +1,22 @@
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
void main() {
FragPos = vec3(uModel * vec4(aPosition, 1.0));
// Use mat3(uModel) directly - avoids expensive inverse() per vertex
Normal = mat3(uModel) * aNormal;
TexCoord = aTexCoord;
gl_Position = uProjection * uView * vec4(FragPos, 1.0);
}

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@ -10,7 +10,9 @@ layout(push_constant) uniform PushConstants {
} pc;
void main() {
vec2 tc = TexCoord;
// Undo the vertex shader Y flip (postprocess.vert flips for Vulkan overlay,
// but we need standard UV coords for texture sampling)
vec2 tc = vec2(TexCoord.x, 1.0 - TexCoord.y);
vec2 texelSize = pc.params.xy;
float sharpness = pc.params.z;

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@ -21,7 +21,9 @@ vec3 fsrFetch(vec2 p, vec2 off) {
}
void main() {
vec2 tc = TexCoord;
// Undo the vertex shader Y flip (postprocess.vert flips for Vulkan overlay,
// but we need standard UV coords for texture sampling)
vec2 tc = vec2(TexCoord.x, 1.0 - TexCoord.y);
// Map output pixel to input space
vec2 pp = tc * fsr.con2.xy; // output pixel position

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@ -1,155 +0,0 @@
#version 450
// FXAA 3.11 — Fast Approximate Anti-Aliasing post-process pass.
// Reads the resolved scene color and outputs a smoothed result.
// Push constant: rcpFrame = vec2(1/width, 1/height), sharpness (0=off, 2=max), desaturate (1=ghost grayscale).
layout(set = 0, binding = 0) uniform sampler2D uScene;
layout(location = 0) in vec2 TexCoord;
layout(location = 0) out vec4 outColor;
layout(push_constant) uniform PC {
vec2 rcpFrame;
float sharpness; // 0 = no sharpen, 2 = max (matches FSR2 RCAS range)
float desaturate; // 1 = full grayscale (ghost mode), 0 = normal color
} pc;
// Quality tuning
#define FXAA_EDGE_THRESHOLD (1.0/8.0) // minimum edge contrast to process
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) // ignore very dark regions
#define FXAA_SEARCH_STEPS 12
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX 0.75
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
#define FXAA_SUBPIX_CAP (3.0/4.0)
float luma(vec3 c) {
return dot(c, vec3(0.299, 0.587, 0.114));
}
void main() {
vec2 uv = TexCoord;
vec2 rcp = pc.rcpFrame;
// --- Centre and cardinal neighbours ---
vec3 rgbM = texture(uScene, uv).rgb;
vec3 rgbN = texture(uScene, uv + vec2( 0.0, -1.0) * rcp).rgb;
vec3 rgbS = texture(uScene, uv + vec2( 0.0, 1.0) * rcp).rgb;
vec3 rgbE = texture(uScene, uv + vec2( 1.0, 0.0) * rcp).rgb;
vec3 rgbW = texture(uScene, uv + vec2(-1.0, 0.0) * rcp).rgb;
float lumaN = luma(rgbN);
float lumaS = luma(rgbS);
float lumaE = luma(rgbE);
float lumaW = luma(rgbW);
float lumaM = luma(rgbM);
float lumaMin = min(lumaM, min(min(lumaN, lumaS), min(lumaE, lumaW)));
float lumaMax = max(lumaM, max(max(lumaN, lumaS), max(lumaE, lumaW)));
float range = lumaMax - lumaMin;
// Early exit on smooth regions
if (range < max(FXAA_EDGE_THRESHOLD_MIN, lumaMax * FXAA_EDGE_THRESHOLD)) {
outColor = vec4(rgbM, 1.0);
return;
}
// --- Diagonal neighbours ---
vec3 rgbNW = texture(uScene, uv + vec2(-1.0, -1.0) * rcp).rgb;
vec3 rgbNE = texture(uScene, uv + vec2( 1.0, -1.0) * rcp).rgb;
vec3 rgbSW = texture(uScene, uv + vec2(-1.0, 1.0) * rcp).rgb;
vec3 rgbSE = texture(uScene, uv + vec2( 1.0, 1.0) * rcp).rgb;
float lumaNW = luma(rgbNW);
float lumaNE = luma(rgbNE);
float lumaSW = luma(rgbSW);
float lumaSE = luma(rgbSE);
// --- Sub-pixel blend factor ---
float lumaL = (lumaN + lumaS + lumaE + lumaW) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
blendL = min(FXAA_SUBPIX_CAP, blendL) * FXAA_SUBPIX;
// --- Edge orientation (horizontal vs. vertical) ---
float edgeHorz =
abs(-2.0*lumaW + lumaNW + lumaSW)
+ 2.0*abs(-2.0*lumaM + lumaN + lumaS)
+ abs(-2.0*lumaE + lumaNE + lumaSE);
float edgeVert =
abs(-2.0*lumaS + lumaSW + lumaSE)
+ 2.0*abs(-2.0*lumaM + lumaW + lumaE)
+ abs(-2.0*lumaN + lumaNW + lumaNE);
bool horzSpan = (edgeHorz >= edgeVert);
float lengthSign = horzSpan ? rcp.y : rcp.x;
float luma1 = horzSpan ? lumaN : lumaW;
float luma2 = horzSpan ? lumaS : lumaE;
float grad1 = abs(luma1 - lumaM);
float grad2 = abs(luma2 - lumaM);
lengthSign = (grad1 >= grad2) ? -lengthSign : lengthSign;
// --- Edge search ---
vec2 posB = uv;
vec2 offNP = horzSpan ? vec2(rcp.x, 0.0) : vec2(0.0, rcp.y);
if (!horzSpan) posB.x += lengthSign * 0.5;
if ( horzSpan) posB.y += lengthSign * 0.5;
float lumaMLSS = lumaM - (luma1 + luma2) * 0.5;
float gradientScaled = max(grad1, grad2) * 0.25;
vec2 posN = posB - offNP;
vec2 posP = posB + offNP;
bool done1 = false, done2 = false;
float lumaEnd1 = 0.0, lumaEnd2 = 0.0;
for (int i = 0; i < FXAA_SEARCH_STEPS; ++i) {
if (!done1) lumaEnd1 = luma(texture(uScene, posN).rgb) - lumaMLSS;
if (!done2) lumaEnd2 = luma(texture(uScene, posP).rgb) - lumaMLSS;
done1 = done1 || (abs(lumaEnd1) >= gradientScaled * FXAA_SEARCH_THRESHOLD);
done2 = done2 || (abs(lumaEnd2) >= gradientScaled * FXAA_SEARCH_THRESHOLD);
if (done1 && done2) break;
if (!done1) posN -= offNP;
if (!done2) posP += offNP;
}
float dstN = horzSpan ? (uv.x - posN.x) : (uv.y - posN.y);
float dstP = horzSpan ? (posP.x - uv.x) : (posP.y - uv.y);
bool dirN = (dstN < dstP);
float lumaEndFinal = dirN ? lumaEnd1 : lumaEnd2;
float spanLength = dstN + dstP;
float pixelOffset = (dirN ? dstN : dstP) / spanLength;
bool goodSpan = ((lumaEndFinal < 0.0) != (lumaMLSS < 0.0));
float pixelOffsetFinal = max(goodSpan ? pixelOffset : 0.0, blendL);
vec2 finalUV = uv;
if ( horzSpan) finalUV.y += pixelOffsetFinal * lengthSign;
if (!horzSpan) finalUV.x += pixelOffsetFinal * lengthSign;
vec3 fxaaResult = texture(uScene, finalUV).rgb;
// Post-FXAA contrast-adaptive sharpening (unsharp mask).
// Counteracts FXAA's sub-pixel blur when sharpness > 0.
if (pc.sharpness > 0.0) {
vec2 r = pc.rcpFrame;
vec3 blur = (texture(uScene, uv + vec2(-r.x, 0)).rgb
+ texture(uScene, uv + vec2( r.x, 0)).rgb
+ texture(uScene, uv + vec2(0, -r.y)).rgb
+ texture(uScene, uv + vec2(0, r.y)).rgb) * 0.25;
// scale sharpness from [0,2] to a modest [0, 0.3] boost factor
float s = pc.sharpness * 0.15;
fxaaResult = clamp(fxaaResult + s * (fxaaResult - blur), 0.0, 1.0);
}
// Ghost mode: desaturate to grayscale (with a slight cool blue tint).
if (pc.desaturate > 0.5) {
float gray = dot(fxaaResult, vec3(0.299, 0.587, 0.114));
fxaaResult = mix(fxaaResult, vec3(gray, gray, gray * 1.05), pc.desaturate);
}
outColor = vec4(fxaaResult, 1.0);
}

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@ -25,9 +25,6 @@ void main() {
if (lum < 0.05) discard;
}
// Soft circular falloff for point-sprite edges.
float edge = 1.0 - smoothstep(0.4, 0.5, length(p - 0.5));
float alpha = texColor.a * vColor.a * edge;
vec3 rgb = texColor.rgb * vColor.rgb * alpha;
outColor = vec4(rgb, alpha);
float edge = smoothstep(0.5, 0.4, length(p - 0.5));
outColor = texColor * vColor * vec4(vec3(1.0), edge);
}

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@ -1,25 +0,0 @@
#version 450
// M2 ribbon emitter fragment shader.
// Samples the ribbon texture, multiplied by vertex color and alpha.
// Uses additive blending (pipeline-level) for magic/spell trails.
layout(set = 1, binding = 0) uniform sampler2D uTexture;
layout(location = 0) in vec3 vColor;
layout(location = 1) in float vAlpha;
layout(location = 2) in vec2 vUV;
layout(location = 3) in float vFogFactor;
layout(location = 0) out vec4 outColor;
void main() {
vec4 tex = texture(uTexture, vUV);
// For additive ribbons alpha comes from texture luminance; multiply by vertex alpha.
float a = tex.a * vAlpha;
if (a < 0.01) discard;
vec3 rgb = tex.rgb * vColor;
// Ribbons fade slightly with fog (additive blend attenuated toward black = invisible in fog).
rgb *= vFogFactor;
outColor = vec4(rgb, a);
}

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@ -1,43 +0,0 @@
#version 450
// M2 ribbon emitter vertex shader.
// Ribbon geometry is generated CPU-side as a triangle strip.
// Vertex format: pos(3) + color(3) + alpha(1) + uv(2) = 9 floats.
layout(set = 0, binding = 0) uniform PerFrame {
mat4 view;
mat4 projection;
mat4 lightSpaceMatrix;
vec4 lightDir;
vec4 lightColor;
vec4 ambientColor;
vec4 viewPos;
vec4 fogColor;
vec4 fogParams;
vec4 shadowParams;
};
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in float aAlpha;
layout(location = 3) in vec2 aUV;
layout(location = 0) out vec3 vColor;
layout(location = 1) out float vAlpha;
layout(location = 2) out vec2 vUV;
layout(location = 3) out float vFogFactor;
void main() {
vec4 worldPos = vec4(aPos, 1.0);
vec4 viewPos4 = view * worldPos;
gl_Position = projection * viewPos4;
float dist = length(viewPos4.xyz);
float fogStart = fogParams.x;
float fogEnd = fogParams.y;
vFogFactor = clamp((fogEnd - dist) / max(fogEnd - fogStart, 0.001), 0.0, 1.0);
vColor = aColor;
vAlpha = aAlpha;
vUV = aUV;
}

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@ -40,27 +40,23 @@ void main() {
float cs = cos(push.rotation);
float sn = sin(push.rotation);
vec2 rotated = vec2(center.x * cs - center.y * sn, center.x * sn + center.y * cs);
vec2 mapUV = push.playerUV + vec2(rotated.x, rotated.y) * push.zoomRadius * 2.0;
vec2 mapUV = push.playerUV + vec2(-rotated.x, rotated.y) * push.zoomRadius * 2.0;
vec4 mapColor = texture(uComposite, mapUV);
// Single player direction indicator (center arrow) rendered in-shader.
vec2 local = center; // [-0.5, 0.5] around minimap center
float ac = cos(push.arrowRotation);
float as = sin(push.arrowRotation);
// TexCoord Y grows downward on screen; use negative Y so 0-angle points North (up).
vec2 tip = vec2(0.0, -0.09);
vec2 left = vec2(-0.045, 0.02);
vec2 right = vec2( 0.045, 0.02);
mat2 rot = mat2(ac, -as, as, ac);
tip = rot * tip;
left = rot * left;
right = rot * right;
if (pointInTriangle(local, tip, left, right)) {
mapColor.rgb = vec3(1.0, 0.86, 0.05);
// Player arrow
float acs = cos(push.arrowRotation);
float asn = sin(push.arrowRotation);
vec2 ac = center;
vec2 arrowPos = vec2(-(ac.x * acs - ac.y * asn), ac.x * asn + ac.y * acs);
vec2 tip = vec2(0.0, -0.04);
vec2 left = vec2(-0.02, 0.02);
vec2 right = vec2(0.02, 0.02);
if (pointInTriangle(arrowPos, tip, left, right)) {
mapColor = vec4(1.0, 0.8, 0.0, 1.0);
}
float centerDot = smoothstep(0.016, 0.0, length(local));
mapColor.rgb = mix(mapColor.rgb, vec3(1.0), centerDot * 0.95);
// Dark border ring
float border = smoothstep(0.48, 0.5, dist);

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@ -6,7 +6,5 @@ void main() {
// Fullscreen triangle trick: 3 vertices, no vertex buffer
TexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(TexCoord * 2.0 - 1.0, 0.0, 1.0);
// No Y-flip: scene textures use Vulkan convention (v=0 at top),
// and NDC y=-1 already maps to framebuffer top, so the triangle
// naturally samples the correct row without any inversion.
TexCoord.y = 1.0 - TexCoord.y; // flip Y for Vulkan
}

Binary file not shown.

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@ -5,7 +5,6 @@ layout(set = 1, binding = 0) uniform sampler2D markerTexture;
layout(push_constant) uniform Push {
mat4 model;
float alpha;
float grayscale; // 0 = full colour, 1 = fully desaturated (trivial quests)
} push;
layout(location = 0) in vec2 TexCoord;
@ -15,7 +14,5 @@ layout(location = 0) out vec4 outColor;
void main() {
vec4 texColor = texture(markerTexture, TexCoord);
if (texColor.a < 0.1) discard;
float lum = dot(texColor.rgb, vec3(0.299, 0.587, 0.114));
vec3 rgb = mix(texColor.rgb, vec3(lum), push.grayscale);
outColor = vec4(rgb, texColor.a * push.alpha);
outColor = vec4(texColor.rgb, texColor.a * push.alpha);
}

Binary file not shown.

146
assets/shaders/terrain.frag Normal file
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@ -0,0 +1,146 @@
#version 330 core
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec2 LayerUV;
out vec4 FragColor;
// Texture layers (up to 4)
uniform sampler2D uBaseTexture;
uniform sampler2D uLayer1Texture;
uniform sampler2D uLayer2Texture;
uniform sampler2D uLayer3Texture;
// Alpha maps for blending
uniform sampler2D uLayer1Alpha;
uniform sampler2D uLayer2Alpha;
uniform sampler2D uLayer3Alpha;
// Layer control
uniform int uLayerCount;
uniform bool uHasLayer1;
uniform bool uHasLayer2;
uniform bool uHasLayer3;
// Lighting
uniform vec3 uLightDir;
uniform vec3 uLightColor;
uniform vec3 uAmbientColor;
// Camera
uniform vec3 uViewPos;
// Fog
uniform vec3 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
// Shadow mapping
uniform sampler2DShadow uShadowMap;
uniform mat4 uLightSpaceMatrix;
uniform bool uShadowEnabled;
uniform float uShadowStrength;
float calcShadow() {
vec4 lsPos = uLightSpaceMatrix * vec4(FragPos, 1.0);
vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5;
if (proj.z > 1.0) return 1.0;
float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-uLightDir);
float bias = max(0.005 * (1.0 - dot(norm, lightDir)), 0.001);
// 5-tap PCF tuned for slightly sharper detail while keeping stability.
vec2 texel = vec2(1.0 / 2048.0);
float ref = proj.z - bias;
vec2 off = texel * 0.7;
float shadow = 0.0;
shadow += texture(uShadowMap, vec3(proj.xy, ref)) * 0.55;
shadow += texture(uShadowMap, vec3(proj.xy + vec2(off.x, 0.0), ref)) * 0.1125;
shadow += texture(uShadowMap, vec3(proj.xy - vec2(off.x, 0.0), ref)) * 0.1125;
shadow += texture(uShadowMap, vec3(proj.xy + vec2(0.0, off.y), ref)) * 0.1125;
shadow += texture(uShadowMap, vec3(proj.xy - vec2(0.0, off.y), ref)) * 0.1125;
return mix(1.0, shadow, coverageFade);
}
float sampleAlpha(sampler2D tex, vec2 uv) {
// Slight blur near alpha-map borders to hide seams between chunks.
vec2 edge = min(uv, 1.0 - uv);
float border = min(edge.x, edge.y);
float doBlur = step(border, 2.0 / 64.0); // within ~2 texels of edge
if (doBlur < 0.5) {
return texture(tex, uv).r;
}
vec2 texel = vec2(1.0 / 64.0);
float a = 0.0;
a += texture(tex, uv + vec2(-texel.x, 0.0)).r;
a += texture(tex, uv + vec2(texel.x, 0.0)).r;
a += texture(tex, uv + vec2(0.0, -texel.y)).r;
a += texture(tex, uv + vec2(0.0, texel.y)).r;
return a * 0.25;
}
void main() {
// Sample base texture
vec4 baseColor = texture(uBaseTexture, TexCoord);
vec4 finalColor = baseColor;
// Apply texture layers with alpha blending
// TexCoord = tiling UVs for texture sampling (repeats across chunk)
// LayerUV = 0-1 per-chunk UVs for alpha map sampling
float a1 = uHasLayer1 ? sampleAlpha(uLayer1Alpha, LayerUV) : 0.0;
float a2 = uHasLayer2 ? sampleAlpha(uLayer2Alpha, LayerUV) : 0.0;
float a3 = uHasLayer3 ? sampleAlpha(uLayer3Alpha, LayerUV) : 0.0;
// Normalize weights to reduce quilting seams at chunk borders.
float w0 = 1.0;
float w1 = a1;
float w2 = a2;
float w3 = a3;
float sum = w0 + w1 + w2 + w3;
if (sum > 0.0) {
w0 /= sum; w1 /= sum; w2 /= sum; w3 /= sum;
}
finalColor = baseColor * w0;
if (uHasLayer1) {
vec4 layer1Color = texture(uLayer1Texture, TexCoord);
finalColor += layer1Color * w1;
}
if (uHasLayer2) {
vec4 layer2Color = texture(uLayer2Texture, TexCoord);
finalColor += layer2Color * w2;
}
if (uHasLayer3) {
vec4 layer3Color = texture(uLayer3Texture, TexCoord);
finalColor += layer3Color * w3;
}
// Normalize normal
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-uLightDir);
// Ambient lighting
vec3 ambient = uAmbientColor * finalColor.rgb;
// Diffuse lighting (two-sided for terrain hills)
float diff = abs(dot(norm, lightDir));
diff = max(diff, 0.2); // Minimum light to prevent completely dark faces
vec3 diffuse = diff * uLightColor * finalColor.rgb;
// Shadow
float shadow = uShadowEnabled ? calcShadow() : 1.0;
shadow = mix(1.0, shadow, clamp(uShadowStrength, 0.0, 1.0));
// Combine lighting (terrain is purely diffuse — no specular on ground)
vec3 result = ambient + shadow * diffuse;
// Apply fog
float distance = length(uViewPos - FragPos);
float fogFactor = clamp((uFogEnd - distance) / (uFogEnd - uFogStart), 0.0, 1.0);
result = mix(uFogColor, result, fogFactor);
FragColor = vec4(result, 1.0);
}

View file

@ -0,0 +1,28 @@
#version 330 core
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(location = 3) in vec2 aLayerUV;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec2 LayerUV;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
void main() {
vec4 worldPos = uModel * vec4(aPosition, 1.0);
FragPos = worldPos.xyz;
// Terrain uses identity model matrix, so normal passes through directly
Normal = aNormal;
TexCoord = aTexCoord;
LayerUV = aLayerUV;
gl_Position = uProjection * uView * worldPos;
}

View file

@ -47,16 +47,12 @@ layout(location = 0) out vec4 outColor;
// Dual-scroll detail normals (multi-octave ripple overlay)
// ============================================================
vec3 dualScrollWaveNormal(vec2 p, float time) {
// Three wave octaves at different angles, frequencies, and speeds.
// Directions are non-axis-aligned to prevent visible tiling patterns.
// Frequency increases and amplitude decreases per octave (standard
// multi-octave noise layering for natural water appearance).
vec2 d1 = normalize(vec2(0.86, 0.51)); // ~30° from +X
vec2 d2 = normalize(vec2(-0.47, 0.88)); // ~118° (opposing cross-wave)
vec2 d3 = normalize(vec2(0.32, -0.95)); // ~-71° (third axis for variety)
float f1 = 0.19, f2 = 0.43, f3 = 0.72; // spatial frequency (higher = tighter ripples)
float s1 = 0.95, s2 = 1.73, s3 = 2.40; // scroll speed (higher octaves move faster)
float a1 = 0.22, a2 = 0.10, a3 = 0.05; // amplitude (decreasing for natural falloff)
vec2 d1 = normalize(vec2(0.86, 0.51));
vec2 d2 = normalize(vec2(-0.47, 0.88));
vec2 d3 = normalize(vec2(0.32, -0.95));
float f1 = 0.19, f2 = 0.43, f3 = 0.72;
float s1 = 0.95, s2 = 1.73, s3 = 2.40;
float a1 = 0.22, a2 = 0.10, a3 = 0.05;
vec2 p1 = p + d1 * (time * s1 * 4.0);
vec2 p2 = p + d2 * (time * s2 * 4.0);

View file

@ -1,33 +0,0 @@
# HD Texture Assets
**Source**: TurtleHD Texture Pack (Turtle WoW)
**Imported**: 2026-01-27
**Total Files**: 298 BLP textures
**Total Size**: 10MB
## Directory Structure
```
textures/
├── character/
│ └── human/ # 274 human male textures
├── creature/ # 15 creature textures
├── item/ # (reserved for future)
└── world/
├── generic/ # 1 generic world texture
└── stormwind/ # 8 Stormwind building textures
```
## Usage
These HD BLP textures are ready for integration with:
- **WMO Renderer**: Building texture mapping
- **Character Renderer**: M2 model skin/face textures
- **Creature Renderer**: NPC texture application
## Integration Status
Textures are loaded via the BLP pipeline and applied to WMO/M2 renderers.
HD texture overrides (e.g. TurtleHD packs) can be placed as PNG files
alongside the original BLP paths — the asset manager checks for `.png`
overrides before loading the `.blp` version.

View file

@ -1,283 +0,0 @@
# Container Build Flow
Comprehensive documentation of the Docker-based build pipeline for each target platform.
---
## Architecture Overview
Each platform follows the same two-phase pattern:
1. **Image Build** (one-time, cached by Docker) — installs compilers, toolchains, and pre-builds vcpkg dependencies.
2. **Container Run** (each build) — copies source into the container, runs CMake configure + build, outputs artifacts to the host.
```
Host Docker
─────────────────────────────────────────────────────────────
run-{platform}.sh/.ps1
├─ docker build builder-{platform}.Dockerfile
│ (cached after first run) ├─ install compilers
│ ├─ install vcpkg + packages
│ └─ COPY build-{platform}.sh
└─ docker run build-{platform}.sh (entrypoint)
├─ bind /src (readonly) ├─ tar copy source → /wowee-build-src
└─ bind /out (writable) ├─ git clone FidelityFX SDKs
├─ cmake -S . -B /out
├─ cmake --build /out
└─ artifacts appear in /out
```
---
## Linux Build Flow
**Image:** `wowee-builder-linux`
**Dockerfile:** `builder-linux.Dockerfile`
**Toolchain:** GCC + Ninja (native amd64)
**Base:** Ubuntu 24.04
### Docker Image Build Steps
| Step | What | Why |
|------|------|-----|
| 1 | `apt-get install` cmake, ninja-build, build-essential, pkg-config, git, python3 | Core build tools |
| 2 | `apt-get install` glslang-tools, spirv-tools | Vulkan shader compilation |
| 3 | `apt-get install` libsdl2-dev, libglew-dev, libglm-dev, libssl-dev, zlib1g-dev | Runtime dependencies (system packages) |
| 4 | `apt-get install` libavformat-dev, libavcodec-dev, libswscale-dev, libavutil-dev | FFmpeg libraries |
| 5 | `apt-get install` libvulkan-dev, vulkan-tools | Vulkan SDK |
| 6 | `apt-get install` libstorm-dev, libunicorn-dev | MPQ archive + CPU emulation |
| 7 | COPY `build-linux.sh``/build-platform.sh` | Container entrypoint |
### Container Run Steps (build-linux.sh)
```
1. tar copy /src → /wowee-build-src (excludes build/, .git/, large Data/ dirs)
2. git clone FidelityFX-FSR2 (if missing)
3. git clone FidelityFX-SDK (if missing)
4. cmake configure:
-G Ninja
-DCMAKE_BUILD_TYPE=Release
-DCMAKE_C_COMPILER=gcc
-DCMAKE_CXX_COMPILER=g++
-DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON
5. cmake --build (parallel)
6. Create Data symlink: build/linux/bin/Data → ../../../Data
```
### Output
- `build/linux/bin/wowee` — ELF 64-bit x86-64 executable
- `build/linux/bin/Data` — symlink to project Data/ directory
---
## macOS Build Flow
**Image:** `wowee-builder-macos`
**Dockerfile:** `builder-macos.Dockerfile` (multi-stage)
**Toolchain:** osxcross (Clang 18 + Apple ld64)
**Base:** Ubuntu 24.04
**Targets:** arm64-apple-darwin24.5 (default), x86_64-apple-darwin24.5
### Docker Image Build — Stage 1: SDK Fetcher
The macOS SDK is fetched automatically from Apple's public software update catalog.
No manual download required.
| Step | What | Why |
|------|------|-----|
| 1 | `FROM ubuntu:24.04 AS sdk-fetcher` | Lightweight stage for SDK download |
| 2 | `apt-get install` ca-certificates, python3, cpio, tar, gzip, xz-utils | SDK extraction tools |
| 3 | COPY `macos/sdk-fetcher.py``/opt/sdk-fetcher.py` | Python script that scrapes Apple's SUCATALOG |
| 4 | `python3 /opt/sdk-fetcher.py /opt/sdk` | Downloads, extracts, and packages MacOSX15.5.sdk.tar.gz |
**SDK Fetcher internals** (`macos/sdk-fetcher.py`):
1. Queries Apple SUCATALOG URLs for the latest macOS package
2. Downloads the `CLTools_macOSNMOS_SDK.pkg` package
3. Extracts the XAR archive (using `bsdtar` or pure-Python fallback)
4. Decompresses the PBZX payload stream
5. Extracts via `cpio` to get the SDK directory
6. Packages as `MacOSX<version>.sdk.tar.gz`
### Docker Image Build — Stage 2: Builder
| Step | What | Why |
|------|------|-----|
| 1 | `FROM ubuntu:24.04 AS builder` | Full build environment |
| 2 | `apt-get install` cmake, ninja-build, git, python3, curl, wget, xz-utils, zip, unzip, tar, make, patch, libssl-dev, zlib1g-dev, pkg-config, libbz2-dev, libxml2-dev, uuid-dev | Build tools + osxcross build deps |
| 3 | Install Clang 18 from LLVM apt repo (`llvm-toolchain-jammy-18`) | Cross-compiler backend |
| 4 | Symlink clang-18 → clang, clang++-18 → clang++, etc. | osxcross expects unversioned names |
| 5 | `git clone osxcross``/opt/osxcross` | Apple cross-compile toolchain wrapper |
| 6 | `COPY --from=sdk-fetcher /opt/sdk/ → /opt/osxcross/tarballs/` | SDK from stage 1 |
| 7 | `UNATTENDED=1 ./build.sh` | Builds osxcross (LLVM wrappers + cctools + ld64) |
| 8 | Create unprefixed symlinks (install_name_tool, otool, lipo, codesign) | vcpkg/CMake need these without arch prefix |
| 9 | COPY `macos/osxcross-toolchain.cmake``/opt/osxcross-toolchain.cmake` | Auto-detecting CMake toolchain |
| 10 | COPY `macos/triplets/``/opt/vcpkg-triplets/` | vcpkg cross-compile triplet definitions |
| 11 | `apt-get install` file, nasm | Mach-O detection + ffmpeg x86 asm |
| 12 | Bootstrap vcpkg → `/opt/vcpkg` | Package manager |
| 13 | `vcpkg install` sdl2, openssl, glew, glm, zlib, ffmpeg `--triplet arm64-osx-cross` | arm64 dependencies |
| 14 | `vcpkg install` same packages `--triplet x64-osx-cross` | x86_64 dependencies |
| 15 | `apt-get install` libvulkan-dev, glslang-tools | Vulkan headers (for compilation, not runtime) |
| 16 | COPY `build-macos.sh``/build-platform.sh` | Container entrypoint |
### Custom Toolchain Files
**`macos/osxcross-toolchain.cmake`** — Auto-detecting CMake toolchain:
- Detects SDK path via `file(GLOB)` in `/opt/osxcross/target/SDK/MacOSX*.sdk`
- Detects darwin version from compiler binary names (e.g., `arm64-apple-darwin24.5-clang`)
- Picks architecture from `CMAKE_OSX_ARCHITECTURES`
- Sets `CMAKE_C_COMPILER`, `CMAKE_CXX_COMPILER`, `CMAKE_AR`, `CMAKE_RANLIB`, `CMAKE_STRIP`
**`macos/triplets/arm64-osx-cross.cmake`**:
```cmake
set(VCPKG_TARGET_ARCHITECTURE arm64)
set(VCPKG_LIBRARY_LINKAGE static)
set(VCPKG_CMAKE_SYSTEM_NAME Darwin)
set(VCPKG_CHAINLOAD_TOOLCHAIN_FILE /opt/osxcross-toolchain.cmake)
```
### Container Run Steps (build-macos.sh)
```
1. Determine arch from MACOS_ARCH env (default: arm64)
2. Pick vcpkg triplet: arm64-osx-cross or x64-osx-cross
3. Auto-detect darwin target from osxcross binaries
4. tar copy /src → /wowee-build-src
5. git clone FidelityFX-FSR2 + FidelityFX-SDK (if missing)
6. cmake configure:
-G Ninja
-DCMAKE_BUILD_TYPE=Release
-DCMAKE_SYSTEM_NAME=Darwin
-DCMAKE_OSX_ARCHITECTURES=${ARCH}
-DCMAKE_C_COMPILER=osxcross clang
-DCMAKE_CXX_COMPILER=osxcross clang++
-DCMAKE_TOOLCHAIN_FILE=vcpkg.cmake
-DVCPKG_TARGET_TRIPLET=arm64-osx-cross
-DVCPKG_OVERLAY_TRIPLETS=/opt/vcpkg-triplets
7. cmake --build (parallel)
```
### CMakeLists.txt Integration
The main CMakeLists.txt has a macOS cross-compile branch that:
- Finds Vulkan headers via vcpkg (`VulkanHeaders` package) instead of the Vulkan SDK
- Adds `-undefined dynamic_lookup` linker flag for Vulkan loader symbols (resolved at runtime via MoltenVK)
### Output
- `build/macos/bin/wowee` — Mach-O 64-bit arm64 (or x86_64) executable (~40 MB)
---
## Windows Build Flow
**Image:** `wowee-builder-windows`
**Dockerfile:** `builder-windows.Dockerfile`
**Toolchain:** LLVM-MinGW (Clang + LLD) targeting x86_64-w64-mingw32-ucrt
**Base:** Ubuntu 24.04
### Docker Image Build Steps
| Step | What | Why |
|------|------|-----|
| 1 | `apt-get install` ca-certificates, build-essential, cmake, ninja-build, git, python3, curl, zip, unzip, tar, xz-utils, pkg-config, nasm, libssl-dev, zlib1g-dev | Build tools |
| 2 | Download + extract LLVM-MinGW (v20240619 ucrt) → `/opt/llvm-mingw` | Clang/LLD cross-compiler for Windows |
| 3 | Add `/opt/llvm-mingw/bin` to PATH | Makes `x86_64-w64-mingw32-clang` etc. available |
| 4 | Bootstrap vcpkg → `/opt/vcpkg` | Package manager |
| 5 | `vcpkg install` sdl2, openssl, glew, glm, zlib, ffmpeg `--triplet x64-mingw-static` | Static Windows dependencies |
| 6 | `apt-get install` libvulkan-dev, glslang-tools | Vulkan headers + shader tools |
| 7 | Create no-op `powershell.exe` stub | vcpkg MinGW post-build hook needs it |
| 8 | COPY `build-windows.sh``/build-platform.sh` | Container entrypoint |
### Container Run Steps (build-windows.sh)
```
1. Set up no-op powershell.exe (if not already present)
2. tar copy /src → /wowee-build-src
3. git clone FidelityFX-FSR2 + FidelityFX-SDK (if missing)
4. Generate Vulkan import library:
a. Extract vk* symbols from vulkan_core.h
b. Create vulkan-1.def file
c. Run dlltool to create libvulkan-1.a
5. Lock PKG_CONFIG_LIBDIR to vcpkg packages only
6. cmake configure:
-G Ninja
-DCMAKE_BUILD_TYPE=Release
-DCMAKE_SYSTEM_NAME=Windows
-DCMAKE_C_COMPILER=x86_64-w64-mingw32-clang
-DCMAKE_CXX_COMPILER=x86_64-w64-mingw32-clang++
-DCMAKE_RC_COMPILER=x86_64-w64-mingw32-windres
-DCMAKE_EXE_LINKER_FLAGS=-fuse-ld=lld
-DCMAKE_TOOLCHAIN_FILE=vcpkg.cmake
-DVCPKG_TARGET_TRIPLET=x64-mingw-static
-DVCPKG_APPLOCAL_DEPS=OFF
7. cmake --build (parallel)
```
### Vulkan Import Library Generation
Windows applications link against `vulkan-1.dll` (the Khronos Vulkan loader). Since the LLVM-MinGW toolchain doesn't ship a Vulkan import library, the build script generates one:
1. Parses `vulkan_core.h` for `VKAPI_CALL vk*` function names
2. Creates a `.def` file mapping symbols to `vulkan-1.dll`
3. Uses `dlltool` to produce `libvulkan-1.a` (PE import library)
This allows the linker to resolve Vulkan symbols at build time, while deferring actual loading to the runtime DLL.
### Output
- `build/windows/bin/wowee.exe` — PE32+ x86-64 executable (~135 MB)
---
## Shared Patterns
### Source Tree Copy
All three platforms use the same tar-based copy with exclusions:
```bash
tar -C /src \
--exclude='./build' --exclude='./logs' --exclude='./cache' \
--exclude='./container' --exclude='./.git' \
--exclude='./Data/character' --exclude='./Data/creature' \
--exclude='./Data/db' --exclude='./Data/environment' \
--exclude='./Data/interface' --exclude='./Data/item' \
--exclude='./Data/misc' --exclude='./Data/sound' \
--exclude='./Data/spell' --exclude='./Data/terrain' \
--exclude='./Data/world' \
-cf - . | tar -C /wowee-build-src -xf -
```
**Kept:** `Data/opcodes/`, `Data/expansions/` (small, needed at build time for configuration).
**Excluded:** Large game asset directories (character, creature, environment, etc.) not needed for compilation.
### FidelityFX SDK Fetch
All platforms clone the same two repos at build time:
1. **FidelityFX-FSR2** — FSR 2.0 upscaling
2. **FidelityFX-SDK** — FSR 3.0 frame generation (repo URL/ref configurable via env vars)
### .dockerignore
The `.dockerignore` at the project root minimizes the Docker build context by excluding:
- `build/`, `cache/`, `logs/`, `.git/`
- Large external dirs (`extern/FidelityFX-*`)
- IDE files, documentation, host-only scripts
- SDK tarballs (`*.tar.xz`, `*.tar.gz`, etc.)
---
## Timing Estimates
These are approximate times on a 4-core machine with 16 GB RAM:
| Phase | Linux | macOS | Windows |
|-------|-------|-------|---------|
| Docker image build (first time) | ~5 min | ~25 min | ~15 min |
| Docker image build (cached) | seconds | seconds | seconds |
| Source copy + SDK fetch | ~10 sec | ~10 sec | ~10 sec |
| CMake configure | ~20 sec | ~30 sec | ~30 sec |
| Compilation | ~8 min | ~8 min | ~8 min |
| **Total (first build)** | **~14 min** | **~34 min** | **~24 min** |
| **Total (subsequent)** | **~9 min** | **~9 min** | **~9 min** |
macOS image is slowest because osxcross builds a subset of LLVM + cctools, and vcpkg packages are compiled for two architectures (arm64 + x64).

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@ -1,119 +0,0 @@
# Container Builds
Build WoWee for **Linux**, **macOS**, or **Windows** with a single command.
All builds run inside Docker — no toolchains to install on your host.
## Prerequisites
- [Docker](https://docs.docker.com/get-docker/) (Docker Desktop on Windows/macOS, or Docker Engine on Linux)
- ~20 GB free disk space (toolchains + vcpkg packages are cached in the Docker image)
## Quick Start
Run **from the project root directory**.
### Linux (native amd64)
```bash
# Bash / Linux / macOS terminal
./container/run-linux.sh
```
```powershell
# PowerShell (Windows)
.\container\run-linux.ps1
```
Output: `build/linux/bin/wowee`
### macOS (cross-compile, arm64 default)
```bash
./container/run-macos.sh
```
```powershell
.\container\run-macos.ps1
```
Output: `build/macos/bin/wowee`
For Intel (x86_64):
```bash
MACOS_ARCH=x86_64 ./container/run-macos.sh
```
```powershell
.\container\run-macos.ps1 -Arch x86_64
```
### Windows (cross-compile, x86_64)
```bash
./container/run-windows.sh
```
```powershell
.\container\run-windows.ps1
```
Output: `build/windows/bin/wowee.exe`
## Options
| Option | Bash | PowerShell | Description |
|--------|------|------------|-------------|
| Rebuild image | `--rebuild-image` | `-RebuildImage` | Force a fresh Docker image build |
| macOS arch | `MACOS_ARCH=x86_64` | `-Arch x86_64` | Build for Intel instead of Apple Silicon |
| FidelityFX SDK repo | `WOWEE_FFX_SDK_REPO=<url>` | `$env:WOWEE_FFX_SDK_REPO="<url>"` | Custom FidelityFX SDK git URL |
| FidelityFX SDK ref | `WOWEE_FFX_SDK_REF=<ref>` | `$env:WOWEE_FFX_SDK_REF="<ref>"` | Custom FidelityFX SDK git ref/tag |
## Docker Image Caching
The first build takes longer because Docker builds the toolchain image (installing compilers, vcpkg packages, etc.). Subsequent builds reuse the cached image and only run the compilation step.
To force a full image rebuild:
```bash
./container/run-linux.sh --rebuild-image
```
## Output Locations
| Target | Binary | Size |
|--------|--------|------|
| Linux | `build/linux/bin/wowee` | ~135 MB |
| macOS | `build/macos/bin/wowee` | ~40 MB |
| Windows | `build/windows/bin/wowee.exe` | ~135 MB |
## File Structure
```
container/
├── run-linux.sh / .ps1 # Host launchers (bash / PowerShell)
├── run-macos.sh / .ps1
├── run-windows.sh / .ps1
├── build-linux.sh # Container entrypoints (run inside Docker)
├── build-macos.sh
├── build-windows.sh
├── builder-linux.Dockerfile # Docker image definitions
├── builder-macos.Dockerfile
├── builder-windows.Dockerfile
├── macos/
│ ├── sdk-fetcher.py # Auto-fetches macOS SDK from Apple's catalog
│ ├── osxcross-toolchain.cmake # CMake toolchain for osxcross
│ └── triplets/ # vcpkg cross-compile triplets
│ ├── arm64-osx-cross.cmake
│ └── x64-osx-cross.cmake
├── README.md # This file
└── FLOW.md # Detailed build flow documentation
```
## Troubleshooting
**"docker is not installed or not in PATH"**
Install Docker and ensure the `docker` command is available in your terminal.
**Build fails on first run**
Some vcpkg packages (ffmpeg, SDL2) take a while to compile. Ensure you have enough RAM (4 GB+) and disk space.
**macOS build: "could not find osxcross compiler"**
The Docker image may not have built correctly. Run with `--rebuild-image` to rebuild from scratch.
**Windows build: linker errors about vulkan-1.dll**
The build script auto-generates a Vulkan import library. If this fails, ensure the Docker image has `libvulkan-dev` installed (it should, by default).

19
container/build-in-container.sh Executable file
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@ -0,0 +1,19 @@
#!/bin/bash
set -eu
set -o pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "${SCRIPT_DIR}/.." && pwd)"
podman build \
-f "${SCRIPT_DIR}/builder-ubuntu.Dockerfile" \
-t wowee-builder-ubuntu
BUILD_DIR="$(mktemp --tmpdir -d wowee.XXXXX \
--suffix=".$(cd "${PROJECT_ROOT}"; git rev-parse --short HEAD)")"
podman run \
--mount "type=bind,src=${PROJECT_ROOT},dst=/WoWee-src,ro=true" \
--mount "type=bind,src=${BUILD_DIR},dst=/build" \
localhost/wowee-builder-ubuntu \
./build-wowee.sh

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@ -1,63 +0,0 @@
#!/bin/bash
# Linux amd64 build entrypoint — runs INSIDE the linux container.
# Bind-mounts:
# /src (ro) — project source
# /out (rw) — host ./build/linux
set -euo pipefail
SRC=/src
OUT=/out
NPROC=$(nproc)
echo "==> [linux] Copying source tree..."
mkdir -p /wowee-build-src
tar -C "${SRC}" \
--exclude='./build' --exclude='./logs' --exclude='./cache' \
--exclude='./container' --exclude='./.git' \
--exclude='./Data/character' --exclude='./Data/creature' \
--exclude='./Data/db' --exclude='./Data/environment' \
--exclude='./Data/interface' --exclude='./Data/item' \
--exclude='./Data/misc' --exclude='./Data/sound' \
--exclude='./Data/spell' --exclude='./Data/terrain' \
--exclude='./Data/world' \
-cf - . | tar -C /wowee-build-src -xf -
cd /wowee-build-src
echo "==> [linux] Fetching external SDKs (if needed)..."
if [ ! -f extern/FidelityFX-FSR2/src/ffx-fsr2-api/ffx_fsr2.h ]; then
git clone --depth 1 \
https://github.com/GPUOpen-Effects/FidelityFX-FSR2.git \
extern/FidelityFX-FSR2 || echo "Warning: FSR2 clone failed — continuing without FSR2"
fi
SDK_REPO="${WOWEE_FFX_SDK_REPO:-https://github.com/Kelsidavis/FidelityFX-SDK.git}"
SDK_REF="${WOWEE_FFX_SDK_REF:-main}"
if [ ! -f "extern/FidelityFX-SDK/sdk/include/FidelityFX/host/ffx_frameinterpolation.h" ]; then
git clone --depth 1 --branch "${SDK_REF}" "${SDK_REPO}" extern/FidelityFX-SDK \
|| echo "Warning: FidelityFX-SDK clone failed — continuing without FSR3"
fi
echo "==> [linux] Configuring with CMake (Release, Ninja, amd64)..."
cmake -S . -B "${OUT}" \
-G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_C_COMPILER=gcc \
-DCMAKE_CXX_COMPILER=g++ \
-DCMAKE_INTERPROCEDURAL_OPTIMIZATION=ON
echo "==> [linux] Building with ${NPROC} cores..."
cmake --build "${OUT}" --parallel "${NPROC}"
echo "==> [linux] Creating Data symlink..."
mkdir -p "${OUT}/bin"
if [ ! -e "${OUT}/bin/Data" ]; then
# Relative symlink so it resolves correctly on the host:
# build/linux/bin/Data -> ../../../Data (project root)
ln -s ../../../Data "${OUT}/bin/Data"
fi
echo ""
echo "==> [linux] Build complete. Artifacts in: ./build/linux/"
echo " Binary: ./build/linux/bin/wowee"

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@ -1,83 +0,0 @@
#!/bin/bash
# macOS cross-compile entrypoint — runs INSIDE the macos container.
# Toolchain: osxcross + Apple Clang, target: arm64-apple-darwin (default) or
# x86_64-apple-darwin when MACOS_ARCH=x86_64.
# Bind-mounts:
# /src (ro) — project source
# /out (rw) — host ./build/macos
set -euo pipefail
SRC=/src
OUT=/out
NPROC=$(nproc)
# Arch selection: arm64 (Apple Silicon) is the default primary target.
ARCH="${MACOS_ARCH:-arm64}"
case "${ARCH}" in
arm64) VCPKG_TRIPLET=arm64-osx-cross ;;
x86_64) VCPKG_TRIPLET=x64-osx-cross ;;
*) echo "ERROR: unsupported MACOS_ARCH '${ARCH}'. Use arm64 or x86_64." ; exit 1 ;;
esac
# Auto-detect darwin target from osxcross binaries (e.g. arm64-apple-darwin24.5).
OSXCROSS_BIN=/opt/osxcross/target/bin
TARGET=$(basename "$(ls "${OSXCROSS_BIN}/${ARCH}-apple-darwin"*-clang 2>/dev/null | head -1)" | sed 's/-clang$//')
if [[ -z "${TARGET}" ]]; then
echo "ERROR: could not find osxcross ${ARCH} compiler in ${OSXCROSS_BIN}" >&2
exit 1
fi
echo "==> Detected osxcross target: ${TARGET}"
echo "==> [macos/${ARCH}] Copying source tree..."
mkdir -p /wowee-build-src
tar -C "${SRC}" \
--exclude='./build' --exclude='./logs' --exclude='./cache' \
--exclude='./container' --exclude='./.git' \
--exclude='./Data/character' --exclude='./Data/creature' \
--exclude='./Data/db' --exclude='./Data/environment' \
--exclude='./Data/interface' --exclude='./Data/item' \
--exclude='./Data/misc' --exclude='./Data/sound' \
--exclude='./Data/spell' --exclude='./Data/terrain' \
--exclude='./Data/world' \
-cf - . | tar -C /wowee-build-src -xf -
cd /wowee-build-src
echo "==> [macos/${ARCH}] Fetching external SDKs (if needed)..."
if [ ! -f extern/FidelityFX-FSR2/src/ffx-fsr2-api/ffx_fsr2.h ]; then
git clone --depth 1 \
https://github.com/GPUOpen-Effects/FidelityFX-FSR2.git \
extern/FidelityFX-FSR2 || echo "Warning: FSR2 clone failed"
fi
SDK_REPO="${WOWEE_FFX_SDK_REPO:-https://github.com/Kelsidavis/FidelityFX-SDK.git}"
SDK_REF="${WOWEE_FFX_SDK_REF:-main}"
if [ ! -f "extern/FidelityFX-SDK/sdk/include/FidelityFX/host/ffx_frameinterpolation.h" ]; then
git clone --depth 1 --branch "${SDK_REF}" "${SDK_REPO}" extern/FidelityFX-SDK \
|| echo "Warning: FidelityFX-SDK clone failed"
fi
echo "==> [macos/${ARCH}] Configuring with CMake (Release, Ninja, osxcross ${TARGET})..."
cmake -S . -B "${OUT}" \
-G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_SYSTEM_NAME=Darwin \
-DCMAKE_OSX_ARCHITECTURES="${ARCH}" \
-DCMAKE_OSX_DEPLOYMENT_TARGET="${MACOSX_DEPLOYMENT_TARGET:-13.0}" \
-DCMAKE_C_COMPILER="${OSXCROSS_BIN}/${TARGET}-clang" \
-DCMAKE_CXX_COMPILER="${OSXCROSS_BIN}/${TARGET}-clang++" \
-DCMAKE_AR="${OSXCROSS_BIN}/${TARGET}-ar" \
-DCMAKE_RANLIB="${OSXCROSS_BIN}/${TARGET}-ranlib" \
-DCMAKE_TOOLCHAIN_FILE="${VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake" \
-DVCPKG_TARGET_TRIPLET="${VCPKG_TRIPLET}" \
-DVCPKG_OVERLAY_TRIPLETS=/opt/vcpkg-triplets \
-DCMAKE_INTERPROCEDURAL_OPTIMIZATION=OFF \
-DWOWEE_ENABLE_ASAN=OFF
echo "==> [macos/${ARCH}] Building with ${NPROC} cores..."
cmake --build "${OUT}" --parallel "${NPROC}"
echo ""
echo "==> [macos/${ARCH}] Build complete. Artifacts in: ./build/macos/"
echo " Binary: ./build/macos/bin/wowee"

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@ -1,110 +0,0 @@
#!/bin/bash
# Windows cross-compile entrypoint — runs INSIDE the windows container.
# Toolchain: LLVM-MinGW (Clang + LLD), target: x86_64-w64-mingw32-ucrt
# Bind-mounts:
# /src (ro) — project source
# /out (rw) — host ./build/windows
set -euo pipefail
SRC=/src
OUT=/out
NPROC=$(nproc)
TARGET=x86_64-w64-mingw32
# vcpkg's MinGW applocal hook always appends a powershell.exe post-build step to
# copy DLLs next to each binary, even when VCPKG_APPLOCAL_DEPS=OFF. For the
# x64-mingw-static triplet the bin/ dir is empty (no DLLs) so the script does
# nothing — but it still needs to exit 0. Provide a no-op stub if the real
# PowerShell isn't available.
if ! command -v powershell.exe &>/dev/null; then
printf '#!/bin/sh\nexit 0\n' > /usr/local/bin/powershell.exe
chmod +x /usr/local/bin/powershell.exe
fi
echo "==> [windows] Copying source tree..."
mkdir -p /wowee-build-src
tar -C "${SRC}" \
--exclude='./build' --exclude='./logs' --exclude='./cache' \
--exclude='./container' --exclude='./.git' \
--exclude='./Data/character' --exclude='./Data/creature' \
--exclude='./Data/db' --exclude='./Data/environment' \
--exclude='./Data/interface' --exclude='./Data/item' \
--exclude='./Data/misc' --exclude='./Data/sound' \
--exclude='./Data/spell' --exclude='./Data/terrain' \
--exclude='./Data/world' \
-cf - . | tar -C /wowee-build-src -xf -
cd /wowee-build-src
echo "==> [windows] Fetching external SDKs (if needed)..."
if [ ! -f extern/FidelityFX-FSR2/src/ffx-fsr2-api/ffx_fsr2.h ]; then
git clone --depth 1 \
https://github.com/GPUOpen-Effects/FidelityFX-FSR2.git \
extern/FidelityFX-FSR2 || echo "Warning: FSR2 clone failed"
fi
SDK_REPO="${WOWEE_FFX_SDK_REPO:-https://github.com/Kelsidavis/FidelityFX-SDK.git}"
SDK_REF="${WOWEE_FFX_SDK_REF:-main}"
if [ ! -f "extern/FidelityFX-SDK/sdk/include/FidelityFX/host/ffx_frameinterpolation.h" ]; then
git clone --depth 1 --branch "${SDK_REF}" "${SDK_REPO}" extern/FidelityFX-SDK \
|| echo "Warning: FidelityFX-SDK clone failed"
fi
echo "==> [windows] Generating Vulkan import library for cross-compile..."
# Windows applications link against vulkan-1.dll (the Khronos Vulkan loader).
# The cross-compile toolchain only ships Vulkan *headers* (via vcpkg), not the
# import library. Generate a minimal libvulkan-1.a from the header prototypes
# so the linker can resolve vk* symbols → vulkan-1.dll at runtime.
# We use the host libvulkan-dev header for function name extraction — the Vulkan
# API prototypes are platform-independent.
VULKAN_IMP_DIR="${OUT}/vulkan-import"
if [ ! -f "${VULKAN_IMP_DIR}/libvulkan-1.a" ]; then
mkdir -p "${VULKAN_IMP_DIR}"
# Try vcpkg-installed header first (available on incremental builds),
# then fall back to the host libvulkan-dev header (always present in the image).
VK_HEADER="${OUT}/vcpkg_installed/x64-mingw-static/include/vulkan/vulkan_core.h"
if [ ! -f "${VK_HEADER}" ]; then
VK_HEADER="/usr/include/vulkan/vulkan_core.h"
fi
{
echo "LIBRARY vulkan-1.dll"
echo "EXPORTS"
grep -oP 'VKAPI_ATTR \S+ VKAPI_CALL \K(vk\w+)' "${VK_HEADER}" | sort -u | sed 's/^/ /'
} > "${VULKAN_IMP_DIR}/vulkan-1.def"
"${TARGET}-dlltool" -d "${VULKAN_IMP_DIR}/vulkan-1.def" \
-l "${VULKAN_IMP_DIR}/libvulkan-1.a" -m i386:x86-64
echo " Generated $(wc -l < "${VULKAN_IMP_DIR}/vulkan-1.def") export entries"
fi
echo "==> [windows] Configuring with CMake (Release, Ninja, LLVM-MinGW cross)..."
# Lock pkg-config to the cross-compiled vcpkg packages only.
# Without this, CMake's Vulkan pkg-config fallback finds the *Linux* libvulkan-dev
# and injects /usr/include into every MinGW compile command, which then fails
# because the glibc-specific bits/libc-header-start.h is not in the MinGW sysroot.
export PKG_CONFIG_LIBDIR="${OUT}/vcpkg_installed/x64-mingw-static/lib/pkgconfig"
export PKG_CONFIG_PATH=""
cmake -S . -B "${OUT}" \
-G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_SYSTEM_NAME=Windows \
-DCMAKE_C_COMPILER="${TARGET}-clang" \
-DCMAKE_CXX_COMPILER="${TARGET}-clang++" \
-DCMAKE_RC_COMPILER="${TARGET}-windres" \
-DCMAKE_AR="/opt/llvm-mingw/bin/llvm-ar" \
-DCMAKE_RANLIB="/opt/llvm-mingw/bin/llvm-ranlib" \
-DCMAKE_EXE_LINKER_FLAGS="-fuse-ld=lld" \
-DCMAKE_SHARED_LINKER_FLAGS="-fuse-ld=lld" \
-DCMAKE_TOOLCHAIN_FILE="${VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake" \
-DVCPKG_TARGET_TRIPLET=x64-mingw-static \
-DVCPKG_APPLOCAL_DEPS=OFF \
-DCMAKE_INTERPROCEDURAL_OPTIMIZATION=OFF \
-DWOWEE_ENABLE_ASAN=OFF
echo "==> [windows] Building with ${NPROC} cores..."
cmake --build "${OUT}" --parallel "${NPROC}"
echo ""
echo "==> [windows] Build complete. Artifacts in: ./build/windows/"
echo " Binary: ./build/windows/bin/wowee.exe"

14
container/build-wowee.sh Executable file
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@ -0,0 +1,14 @@
#!/bin/bash
set -eu
set -o pipefail
cp -r /WoWee-src /WoWee
pushd /WoWee
./build.sh
popd
pushd /WoWee/build
cmake --install . --prefix=/build
popd

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@ -1,33 +0,0 @@
FROM ubuntu:24.04
ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update && \
apt-get install -y --no-install-recommends \
cmake \
ninja-build \
build-essential \
pkg-config \
git \
python3 \
glslang-tools \
spirv-tools \
libsdl2-dev \
libglew-dev \
libglm-dev \
libssl-dev \
zlib1g-dev \
libavformat-dev \
libavcodec-dev \
libswscale-dev \
libavutil-dev \
libvulkan-dev \
vulkan-tools \
libstorm-dev \
libunicorn-dev && \
rm -rf /var/lib/apt/lists/*
COPY build-linux.sh /build-platform.sh
RUN chmod +x /build-platform.sh
ENTRYPOINT ["/build-platform.sh"]

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@ -1,142 +0,0 @@
FROM ubuntu:24.04 AS sdk-fetcher
# Stage 1: Fetch macOS SDK from Apple's public software update catalog.
# This avoids requiring the user to supply the SDK tarball manually.
# The SDK is downloaded, extracted, and packaged as a .tar.gz.
ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update && \
apt-get install -y --no-install-recommends \
ca-certificates \
python3 \
python3-defusedxml \
cpio \
tar \
gzip \
xz-utils && \
rm -rf /var/lib/apt/lists/*
COPY macos/sdk-fetcher.py /opt/sdk-fetcher.py
RUN python3 /opt/sdk-fetcher.py /opt/sdk
# ---------------------------------------------------------------------------
FROM ubuntu:24.04 AS builder
# Stage 2: macOS cross-compile image using osxcross + Clang 18.
#
# Target triplets (auto-detected from osxcross):
# arm64-apple-darwinNN (Apple Silicon)
# x86_64-apple-darwinNN (Intel)
# Default: arm64. Override with MACOS_ARCH=x86_64 env var at run time.
ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update && \
apt-get install -y --no-install-recommends \
ca-certificates \
cmake \
ninja-build \
git \
python3 \
curl \
wget \
xz-utils \
zip \
unzip \
tar \
make \
patch \
libssl-dev \
zlib1g-dev \
pkg-config \
libbz2-dev \
libxml2-dev \
libz-dev \
liblzma-dev \
uuid-dev \
python3-lxml \
gnupg \
software-properties-common && \
wget -qO- https://apt.llvm.org/llvm-snapshot.gpg.key | apt-key add - && \
echo "deb http://apt.llvm.org/noble/ llvm-toolchain-noble-18 main" > /etc/apt/sources.list.d/llvm-18.list && \
apt-get update && \
apt-get install -y --no-install-recommends \
clang-18 \
lld-18 \
llvm-18 && \
ln -sf /usr/bin/clang-18 /usr/bin/clang && \
ln -sf /usr/bin/clang++-18 /usr/bin/clang++ && \
ln -sf /usr/bin/lld-18 /usr/bin/lld && \
ln -sf /usr/bin/ld.lld-18 /usr/bin/ld.lld && \
ln -sf /usr/bin/llvm-ar-18 /usr/bin/llvm-ar && \
rm -rf /var/lib/apt/lists/*
# Build osxcross with SDK from stage 1
RUN git clone --depth 1 https://github.com/tpoechtrager/osxcross.git /opt/osxcross
COPY --from=sdk-fetcher /opt/sdk/ /opt/osxcross/tarballs/
ENV MACOSX_DEPLOYMENT_TARGET=13.0
RUN cd /opt/osxcross && \
UNATTENDED=1 ./build.sh && \
rm -rf /opt/osxcross/build /opt/osxcross/tarballs
ENV PATH="/opt/osxcross/target/bin:${PATH}"
ENV OSXCROSS_TARGET_DIR="/opt/osxcross/target"
ENV MACOSX_DEPLOYMENT_TARGET=13.0
# Create unprefixed symlinks for macOS tools that vcpkg/CMake expect
RUN cd /opt/osxcross/target/bin && \
for tool in install_name_tool otool lipo codesign; do \
src="$(ls *-apple-darwin*-"${tool}" 2>/dev/null | head -1)"; \
if [ -n "$src" ]; then \
ln -sf "$src" "$tool"; \
fi; \
done
# Custom osxcross toolchain + vcpkg triplets
COPY macos/osxcross-toolchain.cmake /opt/osxcross-toolchain.cmake
COPY macos/triplets/ /opt/vcpkg-triplets/
# Extra tools needed by vcpkg's Mach-O rpath fixup and ffmpeg x86 asm
RUN apt-get update && \
apt-get install -y --no-install-recommends file nasm && \
rm -rf /var/lib/apt/lists/*
# vcpkg — macOS cross triplets (arm64-osx-cross / x64-osx-cross)
ENV VCPKG_ROOT=/opt/vcpkg
RUN git clone --depth 1 https://github.com/microsoft/vcpkg.git "${VCPKG_ROOT}" && \
"${VCPKG_ROOT}/bootstrap-vcpkg.sh" -disableMetrics
# Pre-install deps for both arches; the launcher script picks the right one at run time.
RUN "${VCPKG_ROOT}/vcpkg" install \
sdl2[vulkan] \
openssl \
glew \
glm \
zlib \
ffmpeg \
--triplet arm64-osx-cross \
--overlay-triplets=/opt/vcpkg-triplets
RUN "${VCPKG_ROOT}/vcpkg" install \
sdl2[vulkan] \
openssl \
glew \
glm \
zlib \
ffmpeg \
--triplet x64-osx-cross \
--overlay-triplets=/opt/vcpkg-triplets
# Vulkan SDK headers (MoltenVK is the runtime — headers only needed to compile)
RUN apt-get update && \
apt-get install -y --no-install-recommends libvulkan-dev glslang-tools && \
rm -rf /var/lib/apt/lists/*
COPY build-macos.sh /build-platform.sh
RUN chmod +x /build-platform.sh
ENTRYPOINT ["/build-platform.sh"]

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@ -0,0 +1,25 @@
FROM ubuntu:24.04
RUN apt-get update && \
apt install -y \
cmake \
build-essential \
pkg-config \
git \
libsdl2-dev \
libglew-dev \
libglm-dev \
libssl-dev \
zlib1g-dev \
libavformat-dev \
libavcodec-dev \
libswscale-dev \
libavutil-dev \
libvulkan-dev \
vulkan-tools \
libstorm-dev && \
rm -rf /var/lib/apt/lists/*
COPY build-wowee.sh /
ENTRYPOINT ./build-wowee.sh

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@ -1,67 +0,0 @@
FROM ubuntu:24.04
# Windows cross-compile using LLVM-MinGW — best-in-class Clang/LLD toolchain
# targeting x86_64-w64-mingw32. Produces native .exe/.dll without MSVC or Wine.
# LLVM-MinGW ships: clang, clang++, lld, libc++ / libunwind headers, winpthreads.
ENV DEBIAN_FRONTEND=noninteractive
ENV LLVM_MINGW_VERSION=20240619
ENV LLVM_MINGW_URL=https://github.com/mstorsjo/llvm-mingw/releases/download/${LLVM_MINGW_VERSION}/llvm-mingw-${LLVM_MINGW_VERSION}-ucrt-ubuntu-20.04-x86_64.tar.xz
RUN apt-get update && \
apt-get install -y --no-install-recommends \
ca-certificates \
build-essential \
cmake \
ninja-build \
git \
python3 \
curl \
zip \
unzip \
tar \
xz-utils \
pkg-config \
nasm \
libssl-dev \
zlib1g-dev && \
rm -rf /var/lib/apt/lists/*
# Install LLVM-MinGW toolchain
RUN curl -fsSL "${LLVM_MINGW_URL}" -o /tmp/llvm-mingw.tar.xz && \
tar -xf /tmp/llvm-mingw.tar.xz -C /opt && \
mv /opt/llvm-mingw-${LLVM_MINGW_VERSION}-ucrt-ubuntu-20.04-x86_64 /opt/llvm-mingw && \
rm /tmp/llvm-mingw.tar.xz
ENV PATH="/opt/llvm-mingw/bin:${PATH}"
# Windows dependencies via vcpkg (static, x64-mingw-static triplet)
ENV VCPKG_ROOT=/opt/vcpkg
RUN git clone --depth 1 https://github.com/microsoft/vcpkg.git "${VCPKG_ROOT}" && \
"${VCPKG_ROOT}/bootstrap-vcpkg.sh" -disableMetrics
ENV VCPKG_DEFAULT_TRIPLET=x64-mingw-static
RUN "${VCPKG_ROOT}/vcpkg" install \
sdl2[vulkan] \
openssl \
glew \
glm \
zlib \
ffmpeg \
--triplet x64-mingw-static
# Vulkan SDK headers (loader is linked statically via SDL2's vulkan surface)
RUN apt-get update && \
apt-get install -y --no-install-recommends libvulkan-dev glslang-tools && \
rm -rf /var/lib/apt/lists/*
# Provide a no-op powershell.exe so vcpkg's MinGW applocal post-build hook
# exits cleanly. The x64-mingw-static triplet is fully static (no DLLs to
# copy), so the script has nothing to do — it just needs to not fail.
RUN printf '#!/bin/sh\nexit 0\n' > /usr/local/bin/powershell.exe && \
chmod +x /usr/local/bin/powershell.exe
COPY build-windows.sh /build-platform.sh
RUN chmod +x /build-platform.sh
ENTRYPOINT ["/build-platform.sh"]

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@ -1,62 +0,0 @@
# osxcross CMake toolchain file for cross-compiling to macOS from Linux.
# Used by vcpkg triplets and the WoWee build.
# Auto-detects SDK, darwin version, and arch from the osxcross installation
# and the VCPKG_OSX_ARCHITECTURES / CMAKE_OSX_ARCHITECTURES setting.
set(CMAKE_SYSTEM_NAME Darwin)
# osxcross paths
set(_target_dir "/opt/osxcross/target")
if(DEFINED ENV{OSXCROSS_TARGET_DIR})
set(_target_dir "$ENV{OSXCROSS_TARGET_DIR}")
endif()
# Auto-detect SDK (pick the newest if several are present)
file(GLOB _sdk_dirs "${_target_dir}/SDK/MacOSX*.sdk")
list(SORT _sdk_dirs)
list(GET _sdk_dirs -1 _sdk_dir)
set(CMAKE_OSX_SYSROOT "${_sdk_dir}" CACHE PATH "" FORCE)
# Deployment target
set(CMAKE_OSX_DEPLOYMENT_TARGET "13.0" CACHE STRING "" FORCE)
if(DEFINED ENV{MACOSX_DEPLOYMENT_TARGET})
set(CMAKE_OSX_DEPLOYMENT_TARGET "$ENV{MACOSX_DEPLOYMENT_TARGET}" CACHE STRING "" FORCE)
endif()
# auto-detect darwin version from compiler names
file(GLOB _darwin_compilers "${_target_dir}/bin/*-apple-darwin*-clang")
list(GET _darwin_compilers 0 _first_compiler)
get_filename_component(_compiler_name "${_first_compiler}" NAME)
string(REGEX MATCH "apple-darwin[0-9.]+" _darwin_part "${_compiler_name}")
# pick architecture
# CMAKE_OSX_ARCHITECTURES is set by vcpkg from VCPKG_OSX_ARCHITECTURES
if(CMAKE_OSX_ARCHITECTURES STREQUAL "arm64")
set(_arch "arm64")
elseif(CMAKE_OSX_ARCHITECTURES STREQUAL "x86_64")
set(_arch "x86_64")
elseif(DEFINED ENV{OSXCROSS_ARCH})
set(_arch "$ENV{OSXCROSS_ARCH}")
else()
set(_arch "arm64")
endif()
set(_host "${_arch}-${_darwin_part}")
set(CMAKE_SYSTEM_PROCESSOR "${_arch}" CACHE STRING "" FORCE)
# compilers
set(CMAKE_C_COMPILER "${_target_dir}/bin/${_host}-clang" CACHE FILEPATH "" FORCE)
set(CMAKE_CXX_COMPILER "${_target_dir}/bin/${_host}-clang++" CACHE FILEPATH "" FORCE)
# tools
set(CMAKE_AR "${_target_dir}/bin/${_host}-ar" CACHE FILEPATH "" FORCE)
set(CMAKE_RANLIB "${_target_dir}/bin/${_host}-ranlib" CACHE FILEPATH "" FORCE)
set(CMAKE_STRIP "${_target_dir}/bin/${_host}-strip" CACHE FILEPATH "" FORCE)
set(CMAKE_INSTALL_NAME_TOOL "${_target_dir}/bin/${_host}-install_name_tool" CACHE FILEPATH "" FORCE)
# search paths
set(CMAKE_FIND_ROOT_PATH "${_sdk_dir}" "${_target_dir}")
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)

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@ -1,380 +0,0 @@
#!/usr/bin/env python3
"""Download and extract macOS SDK from Apple's Command Line Tools package.
Apple publishes Command Line Tools (CLT) packages via their publicly
accessible software update catalog. This script downloads the latest CLT,
extracts just the macOS SDK, and packages it as a .tar.gz tarball suitable
for osxcross.
No Apple ID or paid developer account required.
Usage:
python3 sdk-fetcher.py [output_dir]
The script prints the absolute path of the resulting tarball to stdout.
All progress / status messages go to stderr.
If a cached SDK tarball already exists in output_dir, it is reused.
Dependencies: python3 (>= 3.6), cpio, tar, gzip
Optional: bsdtar (libarchive-tools) or xar -- faster XAR extraction.
Falls back to a pure-Python XAR parser when neither is available.
"""
import glob
import gzip
import lzma
import os
import plistlib
import re
import shutil
import struct
import subprocess
import sys
import tempfile
import urllib.request
import zlib
try:
import defusedxml.ElementTree as ET
except ImportError as exc:
raise ImportError(
"defusedxml is required: pip install defusedxml"
) from exc
# -- Configuration -----------------------------------------------------------
CATALOG_URLS = [
# Try newest catalog first; first successful fetch wins.
"https://swscan.apple.com/content/catalogs/others/"
"index-16-15-14-13-12-10.16-10.15-10.14-10.13-10.12-10.11-10.10-10.9-"
"mountainlion-lion-snowleopard-leopard.merged-1.sucatalog.gz",
"https://swscan.apple.com/content/catalogs/others/"
"index-15-14-13-12-10.16-10.15-10.14-10.13-10.12-10.11-10.10-10.9-"
"mountainlion-lion-snowleopard-leopard.merged-1.sucatalog.gz",
"https://swscan.apple.com/content/catalogs/others/"
"index-14-13-12-10.16-10.15-10.14-10.13-10.12-10.11-10.10-10.9-"
"mountainlion-lion-snowleopard-leopard.merged-1.sucatalog.gz",
]
USER_AGENT = "Software%20Update"
# -- Helpers -----------------------------------------------------------------
def _validate_url(url):
"""Reject non-HTTPS URLs to prevent file:// and other scheme attacks."""
if not url.startswith("https://"):
raise ValueError(f"Refusing non-HTTPS URL: {url}")
def log(msg):
print(msg, file=sys.stderr, flush=True)
# -- 1) Catalog & URL discovery ----------------------------------------------
def find_sdk_pkg_url():
"""Search Apple catalogs for the latest CLTools_macOSNMOS_SDK.pkg URL."""
for cat_url in CATALOG_URLS:
short = cat_url.split("/index-")[1][:25] + "..."
log(f" Trying catalog: {short}")
try:
_validate_url(cat_url)
req = urllib.request.Request(cat_url, headers={"User-Agent": USER_AGENT})
with urllib.request.urlopen(req, timeout=60) as resp: # nosemgrep: python.lang.security.audit.dynamic-urllib-use-detected.dynamic-urllib-use-detected
raw = gzip.decompress(resp.read())
catalog = plistlib.loads(raw)
except Exception as exc:
log(f" -> fetch failed: {exc}")
continue
products = catalog.get("Products", {})
candidates = []
for pid, product in products.items():
post_date = str(product.get("PostDate", ""))
for pkg in product.get("Packages", []):
url = pkg.get("URL", "")
size = pkg.get("Size", 0)
if "CLTools_macOSNMOS_SDK" in url and url.endswith(".pkg"):
candidates.append((post_date, url, size, pid))
if not candidates:
log(f" -> no CLTools SDK packages in this catalog, trying next...")
continue
candidates.sort(reverse=True)
_date, url, size, pid = candidates[0]
log(f"==> Found: CLTools_macOSNMOS_SDK (product {pid}, {size // 1048576} MB)")
return url
log("ERROR: No CLTools SDK packages found in any Apple catalog.")
sys.exit(1)
# -- 2) Download -------------------------------------------------------------
def download(url, dest):
"""Download *url* to *dest* with a basic progress indicator."""
_validate_url(url)
req = urllib.request.Request(url, headers={"User-Agent": USER_AGENT})
with urllib.request.urlopen(req, timeout=600) as resp: # nosemgrep: python.lang.security.audit.dynamic-urllib-use-detected.dynamic-urllib-use-detected
total = int(resp.headers.get("Content-Length", 0))
done = 0
with open(dest, "wb") as f:
while True:
chunk = resp.read(1 << 20)
if not chunk:
break
f.write(chunk)
done += len(chunk)
if total:
pct = done * 100 // total
log(f"\r {done // 1048576} / {total // 1048576} MB ({pct}%)")
log("")
# -- 3) XAR extraction -------------------------------------------------------
def extract_xar(pkg_path, dest_dir):
"""Extract a XAR (.pkg) archive -- external tool or pure-Python fallback."""
for tool in ("bsdtar", "xar"):
if shutil.which(tool):
log(f"==> Extracting .pkg with {tool}...")
r = subprocess.run([tool, "-xf", pkg_path, "-C", dest_dir],
capture_output=True)
if r.returncode == 0:
return
log(f" {tool} exited {r.returncode}, trying next method...")
log("==> Extracting .pkg with built-in Python XAR parser...")
_extract_xar_python(pkg_path, dest_dir)
def _extract_xar_python(pkg_path, dest_dir):
"""Pure-Python XAR extractor (no external dependencies)."""
with open(pkg_path, "rb") as f:
raw = f.read(28)
if len(raw) < 28:
raise ValueError("File too small to be a valid XAR archive")
magic, hdr_size, _ver, toc_clen, _toc_ulen, _ck = struct.unpack(
">4sHHQQI", raw,
)
if magic != b"xar!":
raise ValueError(f"Not a XAR file (magic: {magic!r})")
f.seek(hdr_size)
toc_xml = zlib.decompress(f.read(toc_clen))
heap_off = hdr_size + toc_clen
root = ET.fromstring(toc_xml)
toc = root.find("toc")
if toc is None:
raise ValueError("Malformed XAR: no <toc> element")
def _walk(elem, base):
for fe in elem.findall("file"):
name = fe.findtext("name", "")
ftype = fe.findtext("type", "file")
path = os.path.join(base, name)
if ftype == "directory":
os.makedirs(path, exist_ok=True)
_walk(fe, path)
continue
de = fe.find("data")
if de is None:
continue
offset = int(de.findtext("offset", "0"))
size = int(de.findtext("size", "0"))
enc_el = de.find("encoding")
enc = enc_el.get("style", "") if enc_el is not None else ""
os.makedirs(os.path.dirname(path), exist_ok=True)
f.seek(heap_off + offset)
if "gzip" in enc:
with open(path, "wb") as out:
out.write(zlib.decompress(f.read(size), 15 + 32))
elif "bzip2" in enc:
import bz2
with open(path, "wb") as out:
out.write(bz2.decompress(f.read(size)))
else:
with open(path, "wb") as out:
rem = size
while rem > 0:
blk = f.read(min(rem, 1 << 20))
if not blk:
break
out.write(blk)
rem -= len(blk)
_walk(toc, dest_dir)
# -- 4) Payload extraction (pbzx / gzip cpio) --------------------------------
def _pbzx_stream(path):
"""Yield decompressed chunks from a pbzx-compressed file."""
with open(path, "rb") as f:
if f.read(4) != b"pbzx":
raise ValueError("Not a pbzx file")
f.read(8)
while True:
hdr = f.read(16)
if len(hdr) < 16:
break
_usize, csize = struct.unpack(">QQ", hdr)
data = f.read(csize)
if len(data) < csize:
break
if csize == _usize:
yield data
else:
yield lzma.decompress(data)
def _gzip_stream(path):
"""Yield decompressed chunks from a gzip file."""
with gzip.open(path, "rb") as f:
while True:
chunk = f.read(1 << 20)
if not chunk:
break
yield chunk
def _raw_stream(path):
"""Yield raw 1 MiB chunks (last resort)."""
with open(path, "rb") as f:
while True:
chunk = f.read(1 << 20)
if not chunk:
break
yield chunk
def extract_payload(payload_path, out_dir):
"""Decompress a CLT Payload (pbzx or gzip cpio) into *out_dir*."""
with open(payload_path, "rb") as pf:
magic = pf.read(4)
if magic == b"pbzx":
log(" Payload format: pbzx (LZMA chunks)")
stream = _pbzx_stream(payload_path)
elif magic[:2] == b"\x1f\x8b":
log(" Payload format: gzip")
stream = _gzip_stream(payload_path)
else:
log(f" Payload format: unknown (magic: {magic.hex()}), trying raw cpio...")
stream = _raw_stream(payload_path)
proc = subprocess.Popen(
["cpio", "-id", "--quiet"],
stdin=subprocess.PIPE,
cwd=out_dir,
stderr=subprocess.PIPE,
)
for chunk in stream:
try:
proc.stdin.write(chunk)
except BrokenPipeError:
break
proc.stdin.close()
proc.wait()
# -- Main --------------------------------------------------------------------
def main():
output_dir = os.path.abspath(sys.argv[1]) if len(sys.argv) > 1 else os.getcwd()
os.makedirs(output_dir, exist_ok=True)
# Re-use a previously fetched SDK if present.
cached = glob.glob(os.path.join(output_dir, "MacOSX*.sdk.tar.*"))
if cached:
cached.sort()
result = os.path.realpath(cached[-1])
log(f"==> Using cached SDK: {os.path.basename(result)}")
print(result)
return
work = tempfile.mkdtemp(prefix="fetch-macos-sdk-")
try:
# 1 -- Locate SDK package URL from Apple's catalog
log("==> Searching Apple software-update catalogs...")
sdk_url = find_sdk_pkg_url()
# 2 -- Download (just the SDK component, ~55 MB)
pkg = os.path.join(work, "sdk.pkg")
log("==> Downloading CLTools SDK package...")
download(sdk_url, pkg)
# 3 -- Extract the flat .pkg (XAR format) to get the Payload
pkg_dir = os.path.join(work, "pkg")
os.makedirs(pkg_dir)
extract_xar(pkg, pkg_dir)
os.unlink(pkg)
# 4 -- Locate the Payload file
log("==> Locating SDK payload...")
sdk_payload = None
for dirpath, _dirs, files in os.walk(pkg_dir):
if "Payload" in files:
sdk_payload = os.path.join(dirpath, "Payload")
log(f" Found: {os.path.relpath(sdk_payload, pkg_dir)}")
break
if sdk_payload is None:
log("ERROR: No Payload found in extracted package")
sys.exit(1)
# 5 -- Decompress Payload -> cpio -> filesystem
sdk_root = os.path.join(work, "sdk")
os.makedirs(sdk_root)
log("==> Extracting SDK from payload (this may take a minute)...")
extract_payload(sdk_payload, sdk_root)
shutil.rmtree(pkg_dir)
# 6 -- Find MacOSX*.sdk directory
sdk_found = None
for dirpath, dirs, _files in os.walk(sdk_root):
for d in dirs:
if re.match(r"MacOSX\d+(\.\d+)?\.sdk$", d):
sdk_found = os.path.join(dirpath, d)
break
if sdk_found:
break
if not sdk_found:
log("ERROR: MacOSX*.sdk directory not found. Extracted contents:")
for dp, ds, fs in os.walk(sdk_root):
depth = dp.replace(sdk_root, "").count(os.sep)
if depth < 4:
log(f" {' ' * depth}{os.path.basename(dp)}/")
sys.exit(1)
sdk_name = os.path.basename(sdk_found)
log(f"==> Found: {sdk_name}")
# 7 -- Package as .tar.gz
tarball = os.path.join(output_dir, f"{sdk_name}.tar.gz")
log(f"==> Packaging: {sdk_name}.tar.gz ...")
subprocess.run(
["tar", "-czf", tarball, "-C", os.path.dirname(sdk_found), sdk_name],
check=True,
)
log(f"==> macOS SDK ready: {tarball}")
print(tarball)
finally:
shutil.rmtree(work, ignore_errors=True)
if __name__ == "__main__":
main()

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@ -1,10 +0,0 @@
set(VCPKG_TARGET_ARCHITECTURE arm64)
set(VCPKG_CRT_LINKAGE dynamic)
set(VCPKG_LIBRARY_LINKAGE static)
set(VCPKG_CMAKE_SYSTEM_NAME Darwin)
set(VCPKG_OSX_ARCHITECTURES arm64)
set(VCPKG_OSX_DEPLOYMENT_TARGET 13.0)
# osxcross toolchain
set(VCPKG_CHAINLOAD_TOOLCHAIN_FILE /opt/osxcross-toolchain.cmake)

View file

@ -1,10 +0,0 @@
set(VCPKG_TARGET_ARCHITECTURE x64)
set(VCPKG_CRT_LINKAGE dynamic)
set(VCPKG_LIBRARY_LINKAGE static)
set(VCPKG_CMAKE_SYSTEM_NAME Darwin)
set(VCPKG_OSX_ARCHITECTURES x86_64)
set(VCPKG_OSX_DEPLOYMENT_TARGET 13.0)
# osxcross toolchain
set(VCPKG_CHAINLOAD_TOOLCHAIN_FILE /opt/osxcross-toolchain.cmake)

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@ -1,64 +0,0 @@
# run-linux.ps1 — Build WoWee for Linux (amd64) inside a Docker container.
#
# Usage (run from project root):
# .\container\run-linux.ps1 [-RebuildImage]
#
# Environment variables:
# WOWEE_FFX_SDK_REPO — FidelityFX SDK git repo URL (passed through to container)
# WOWEE_FFX_SDK_REF — FidelityFX SDK git ref / tag (passed through to container)
param(
[switch]$RebuildImage
)
$ErrorActionPreference = "Stop"
$ScriptDir = Split-Path -Parent $MyInvocation.MyCommand.Definition
$ProjectRoot = (Resolve-Path "$ScriptDir\..").Path
$ImageName = "wowee-builder-linux"
$BuildOutput = "$ProjectRoot\build\linux"
# Verify Docker is available
if (-not (Get-Command docker -ErrorAction SilentlyContinue)) {
Write-Error "docker is not installed or not in PATH."
exit 1
}
# Build the image (skip if already present and -RebuildImage not given)
$imageExists = docker image inspect $ImageName 2>$null
if ($RebuildImage -or -not $imageExists) {
Write-Host "==> Building Docker image: $ImageName"
docker build `
-f "$ScriptDir\builder-linux.Dockerfile" `
-t $ImageName `
"$ScriptDir"
if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
} else {
Write-Host "==> Using existing Docker image: $ImageName"
}
# Create output directory on the host
New-Item -ItemType Directory -Force -Path $BuildOutput | Out-Null
Write-Host "==> Starting Linux build (output: $BuildOutput)"
$dockerArgs = @(
"run", "--rm",
"--mount", "type=bind,src=$ProjectRoot,dst=/src,readonly",
"--mount", "type=bind,src=$BuildOutput,dst=/out"
)
if ($env:WOWEE_FFX_SDK_REPO) {
$dockerArgs += @("--env", "WOWEE_FFX_SDK_REPO=$env:WOWEE_FFX_SDK_REPO")
}
if ($env:WOWEE_FFX_SDK_REF) {
$dockerArgs += @("--env", "WOWEE_FFX_SDK_REF=$env:WOWEE_FFX_SDK_REF")
}
$dockerArgs += $ImageName
& docker @dockerArgs
if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
Write-Host "==> Linux build complete. Artifacts in: $BuildOutput"

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@ -1,58 +0,0 @@
#!/usr/bin/env bash
# run-linux.sh — Build WoWee for Linux (amd64) inside a Docker container.
#
# Usage (run from project root):
# ./container/run-linux.sh [--rebuild-image]
#
# Environment variables:
# WOWEE_FFX_SDK_REPO — FidelityFX SDK git repo URL (passed through to container)
# WOWEE_FFX_SDK_REF — FidelityFX SDK git ref / tag (passed through to container)
# REBUILD_IMAGE — Set to 1 to force a fresh docker build (same as --rebuild-image)
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "${SCRIPT_DIR}/.." && pwd)"
IMAGE_NAME="wowee-builder-linux"
BUILD_OUTPUT="${PROJECT_ROOT}/build/linux"
# Parse arguments
REBUILD_IMAGE="${REBUILD_IMAGE:-0}"
for arg in "$@"; do
case "$arg" in
--rebuild-image) REBUILD_IMAGE=1 ;;
*) echo "Unknown argument: $arg" >&2; exit 1 ;;
esac
done
# Verify Docker is available
if ! command -v docker &>/dev/null; then
echo "Error: docker is not installed or not in PATH." >&2
exit 1
fi
# Build the image (skip if already present and --rebuild-image not given)
if [[ "$REBUILD_IMAGE" == "1" ]] || ! docker image inspect "$IMAGE_NAME" &>/dev/null; then
echo "==> Building Docker image: ${IMAGE_NAME}"
docker build \
-f "${SCRIPT_DIR}/builder-linux.Dockerfile" \
-t "$IMAGE_NAME" \
"${SCRIPT_DIR}"
else
echo "==> Using existing Docker image: ${IMAGE_NAME}"
fi
# Create output directory on the host
mkdir -p "$BUILD_OUTPUT"
echo "==> Starting Linux build (output: ${BUILD_OUTPUT})"
docker run --rm \
--mount "type=bind,src=${PROJECT_ROOT},dst=/src,readonly" \
--mount "type=bind,src=${BUILD_OUTPUT},dst=/out" \
${WOWEE_FFX_SDK_REPO:+--env "WOWEE_FFX_SDK_REPO=${WOWEE_FFX_SDK_REPO}"} \
${WOWEE_FFX_SDK_REF:+--env "WOWEE_FFX_SDK_REF=${WOWEE_FFX_SDK_REF}"} \
"$IMAGE_NAME"
echo "==> Linux build complete. Artifacts in: ${BUILD_OUTPUT}"

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@ -1,71 +0,0 @@
# run-macos.ps1 — Cross-compile WoWee for macOS (arm64 or x86_64) inside a Docker container.
#
# Usage (run from project root):
# .\container\run-macos.ps1 [-RebuildImage] [-Arch arm64|x86_64]
#
# The macOS SDK is fetched automatically inside the Docker build from Apple's
# public software update catalog. No manual SDK download required.
#
# Environment variables:
# WOWEE_FFX_SDK_REPO — FidelityFX SDK git repo URL (passed through to container)
# WOWEE_FFX_SDK_REF — FidelityFX SDK git ref / tag (passed through to container)
param(
[switch]$RebuildImage,
[ValidateSet("arm64", "x86_64")]
[string]$Arch = "arm64"
)
$ErrorActionPreference = "Stop"
$ScriptDir = Split-Path -Parent $MyInvocation.MyCommand.Definition
$ProjectRoot = (Resolve-Path "$ScriptDir\..").Path
$ImageName = "wowee-builder-macos"
$BuildOutput = "$ProjectRoot\build\macos"
# Verify Docker is available
if (-not (Get-Command docker -ErrorAction SilentlyContinue)) {
Write-Error "docker is not installed or not in PATH."
exit 1
}
# Build the image (skip if already present and -RebuildImage not given)
$imageExists = docker image inspect $ImageName 2>$null
if ($RebuildImage -or -not $imageExists) {
Write-Host "==> Building Docker image: $ImageName"
Write-Host " (SDK will be fetched automatically from Apple's catalog)"
docker build `
-f "$ScriptDir\builder-macos.Dockerfile" `
-t $ImageName `
"$ScriptDir"
if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
} else {
Write-Host "==> Using existing Docker image: $ImageName"
}
# Create output directory on the host
New-Item -ItemType Directory -Force -Path $BuildOutput | Out-Null
Write-Host "==> Starting macOS cross-compile build (arch=$Arch, output: $BuildOutput)"
$dockerArgs = @(
"run", "--rm",
"--mount", "type=bind,src=$ProjectRoot,dst=/src,readonly",
"--mount", "type=bind,src=$BuildOutput,dst=/out",
"--env", "MACOS_ARCH=$Arch"
)
if ($env:WOWEE_FFX_SDK_REPO) {
$dockerArgs += @("--env", "WOWEE_FFX_SDK_REPO=$env:WOWEE_FFX_SDK_REPO")
}
if ($env:WOWEE_FFX_SDK_REF) {
$dockerArgs += @("--env", "WOWEE_FFX_SDK_REF=$env:WOWEE_FFX_SDK_REF")
}
$dockerArgs += $ImageName
& docker @dockerArgs
if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
Write-Host "==> macOS cross-compile build complete. Artifacts in: $BuildOutput"

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@ -1,74 +0,0 @@
#!/usr/bin/env bash
# run-macos.sh — Cross-compile WoWee for macOS (arm64 or x86_64) inside a Docker container.
#
# Usage (run from project root):
# ./container/run-macos.sh [--rebuild-image]
#
# The macOS SDK is fetched automatically inside the Docker build from Apple's
# public software update catalog. No manual SDK download required.
#
# Environment variables:
# MACOS_ARCH — Target arch: arm64 (default) or x86_64
# WOWEE_FFX_SDK_REPO — FidelityFX SDK git repo URL (passed through to container)
# WOWEE_FFX_SDK_REF — FidelityFX SDK git ref / tag (passed through to container)
# REBUILD_IMAGE — Set to 1 to force a fresh docker build (same as --rebuild-image)
#
# Toolchain: osxcross (Clang + Apple ld)
# vcpkg triplets: arm64-osx-cross (arm64) / x64-osx-cross (x86_64)
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "${SCRIPT_DIR}/.." && pwd)"
IMAGE_NAME="wowee-builder-macos"
MACOS_ARCH="${MACOS_ARCH:-arm64}"
BUILD_OUTPUT="${PROJECT_ROOT}/build/macos"
# Parse arguments
REBUILD_IMAGE="${REBUILD_IMAGE:-0}"
for arg in "$@"; do
case "$arg" in
--rebuild-image) REBUILD_IMAGE=1 ;;
*) echo "Unknown argument: $arg" >&2; exit 1 ;;
esac
done
# Validate arch
if [[ "$MACOS_ARCH" != "arm64" && "$MACOS_ARCH" != "x86_64" ]]; then
echo "Error: MACOS_ARCH must be 'arm64' or 'x86_64' (got: ${MACOS_ARCH})" >&2
exit 1
fi
# Verify Docker is available
if ! command -v docker &>/dev/null; then
echo "Error: docker is not installed or not in PATH." >&2
exit 1
fi
# Build the image (skip if already present and --rebuild-image not given)
if [[ "$REBUILD_IMAGE" == "1" ]] || ! docker image inspect "$IMAGE_NAME" &>/dev/null; then
echo "==> Building Docker image: ${IMAGE_NAME}"
echo " (SDK will be fetched automatically from Apple's catalog)"
docker build \
-f "${SCRIPT_DIR}/builder-macos.Dockerfile" \
-t "$IMAGE_NAME" \
"${SCRIPT_DIR}"
else
echo "==> Using existing Docker image: ${IMAGE_NAME}"
fi
# Create output directory on the host
mkdir -p "$BUILD_OUTPUT"
echo "==> Starting macOS cross-compile build (arch=${MACOS_ARCH}, output: ${BUILD_OUTPUT})"
docker run --rm \
--mount "type=bind,src=${PROJECT_ROOT},dst=/src,readonly" \
--mount "type=bind,src=${BUILD_OUTPUT},dst=/out" \
--env "MACOS_ARCH=${MACOS_ARCH}" \
${WOWEE_FFX_SDK_REPO:+--env "WOWEE_FFX_SDK_REPO=${WOWEE_FFX_SDK_REPO}"} \
${WOWEE_FFX_SDK_REF:+--env "WOWEE_FFX_SDK_REF=${WOWEE_FFX_SDK_REF}"} \
"$IMAGE_NAME"
echo "==> macOS cross-compile build complete. Artifacts in: ${BUILD_OUTPUT}"

View file

@ -1,64 +0,0 @@
# run-windows.ps1 — Cross-compile WoWee for Windows (x86_64) inside a Docker container.
#
# Usage (run from project root):
# .\container\run-windows.ps1 [-RebuildImage]
#
# Environment variables:
# WOWEE_FFX_SDK_REPO — FidelityFX SDK git repo URL (passed through to container)
# WOWEE_FFX_SDK_REF — FidelityFX SDK git ref / tag (passed through to container)
param(
[switch]$RebuildImage
)
$ErrorActionPreference = "Stop"
$ScriptDir = Split-Path -Parent $MyInvocation.MyCommand.Definition
$ProjectRoot = (Resolve-Path "$ScriptDir\..").Path
$ImageName = "wowee-builder-windows"
$BuildOutput = "$ProjectRoot\build\windows"
# Verify Docker is available
if (-not (Get-Command docker -ErrorAction SilentlyContinue)) {
Write-Error "docker is not installed or not in PATH."
exit 1
}
# Build the image (skip if already present and -RebuildImage not given)
$imageExists = docker image inspect $ImageName 2>$null
if ($RebuildImage -or -not $imageExists) {
Write-Host "==> Building Docker image: $ImageName"
docker build `
-f "$ScriptDir\builder-windows.Dockerfile" `
-t $ImageName `
"$ScriptDir"
if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
} else {
Write-Host "==> Using existing Docker image: $ImageName"
}
# Create output directory on the host
New-Item -ItemType Directory -Force -Path $BuildOutput | Out-Null
Write-Host "==> Starting Windows cross-compile build (output: $BuildOutput)"
$dockerArgs = @(
"run", "--rm",
"--mount", "type=bind,src=$ProjectRoot,dst=/src,readonly",
"--mount", "type=bind,src=$BuildOutput,dst=/out"
)
if ($env:WOWEE_FFX_SDK_REPO) {
$dockerArgs += @("--env", "WOWEE_FFX_SDK_REPO=$env:WOWEE_FFX_SDK_REPO")
}
if ($env:WOWEE_FFX_SDK_REF) {
$dockerArgs += @("--env", "WOWEE_FFX_SDK_REF=$env:WOWEE_FFX_SDK_REF")
}
$dockerArgs += $ImageName
& docker @dockerArgs
if ($LASTEXITCODE -ne 0) { exit $LASTEXITCODE }
Write-Host "==> Windows cross-compile build complete. Artifacts in: $BuildOutput"

View file

@ -1,61 +0,0 @@
#!/usr/bin/env bash
# run-windows.sh — Cross-compile WoWee for Windows (x86_64) inside a Docker container.
#
# Usage (run from project root):
# ./container/run-windows.sh [--rebuild-image]
#
# Environment variables:
# WOWEE_FFX_SDK_REPO — FidelityFX SDK git repo URL (passed through to container)
# WOWEE_FFX_SDK_REF — FidelityFX SDK git ref / tag (passed through to container)
# REBUILD_IMAGE — Set to 1 to force a fresh docker build (same as --rebuild-image)
#
# Toolchain: LLVM-MinGW (Clang + LLD) targeting x86_64-w64-mingw32-ucrt
# vcpkg triplet: x64-mingw-static
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "${SCRIPT_DIR}/.." && pwd)"
IMAGE_NAME="wowee-builder-windows"
BUILD_OUTPUT="${PROJECT_ROOT}/build/windows"
# Parse arguments
REBUILD_IMAGE="${REBUILD_IMAGE:-0}"
for arg in "$@"; do
case "$arg" in
--rebuild-image) REBUILD_IMAGE=1 ;;
*) echo "Unknown argument: $arg" >&2; exit 1 ;;
esac
done
# Verify Docker is available
if ! command -v docker &>/dev/null; then
echo "Error: docker is not installed or not in PATH." >&2
exit 1
fi
# Build the image (skip if already present and --rebuild-image not given)
if [[ "$REBUILD_IMAGE" == "1" ]] || ! docker image inspect "$IMAGE_NAME" &>/dev/null; then
echo "==> Building Docker image: ${IMAGE_NAME}"
docker build \
-f "${SCRIPT_DIR}/builder-windows.Dockerfile" \
-t "$IMAGE_NAME" \
"${SCRIPT_DIR}"
else
echo "==> Using existing Docker image: ${IMAGE_NAME}"
fi
# Create output directory on the host
mkdir -p "$BUILD_OUTPUT"
echo "==> Starting Windows cross-compile build (output: ${BUILD_OUTPUT})"
docker run --rm \
--mount "type=bind,src=${PROJECT_ROOT},dst=/src,readonly" \
--mount "type=bind,src=${BUILD_OUTPUT},dst=/out" \
${WOWEE_FFX_SDK_REPO:+--env "WOWEE_FFX_SDK_REPO=${WOWEE_FFX_SDK_REPO}"} \
${WOWEE_FFX_SDK_REF:+--env "WOWEE_FFX_SDK_REF=${WOWEE_FFX_SDK_REF}"} \
"$IMAGE_NAME"
echo "==> Windows cross-compile build complete. Artifacts in: ${BUILD_OUTPUT}"

View file

@ -93,16 +93,13 @@ The RSA public modulus is extracted from WoW.exe (`.rdata` section at offset 0x0
## Key Files
```
include/game/warden_handler.hpp - Packet handler interface
src/game/warden_handler.cpp - handleWardenData + module manager init
include/game/warden_module.hpp - Module loader interface
src/game/warden_module.cpp - 8-step pipeline
include/game/warden_emulator.hpp - Emulator interface
src/game/warden_emulator.cpp - Unicorn Engine executor + API hooks
include/game/warden_crypto.hpp - Crypto interface
src/game/warden_crypto.cpp - RC4 / key derivation
include/game/warden_memory.hpp - PE image + memory patch interface
src/game/warden_memory.cpp - PE loader, runtime globals patching
src/game/game_handler.cpp - Packet handler (handleWardenData)
```
---

View file

@ -58,11 +58,10 @@ strict Warden enforcement in that mode.
## Key Files
```
include/game/warden_handler.hpp + src/game/warden_handler.cpp - Packet handler
include/game/warden_module.hpp + src/game/warden_module.cpp - Module loader (8-step pipeline)
include/game/warden_emulator.hpp + src/game/warden_emulator.cpp - Unicorn Engine executor
include/game/warden_crypto.hpp + src/game/warden_crypto.cpp - RC4/MD5/SHA1/RSA crypto
include/game/warden_memory.hpp + src/game/warden_memory.cpp - PE image + memory patching
src/game/warden_module.hpp/cpp - Module loader (8-step pipeline)
src/game/warden_emulator.hpp/cpp - Unicorn Engine executor
src/game/warden_crypto.hpp/cpp - RC4/MD5/SHA1/RSA crypto
src/game/game_handler.cpp - Packet handler (handleWardenData)
```
---

View file

@ -8,7 +8,7 @@ Wowee follows a modular architecture with clear separation of concerns:
┌─────────────────────────────────────────────┐
│ Application (main loop) │
│ - State management (auth/realms/game) │
│ - Update cycle
│ - Update cycle (60 FPS)
│ - Event dispatch │
└──────────────┬──────────────────────────────┘
@ -16,8 +16,8 @@ Wowee follows a modular architecture with clear separation of concerns:
│ │
┌──────▼──────┐ ┌─────▼──────┐
│ Window │ │ Input │
│ (SDL2 + │ │ (Keyboard/ │
Vulkan) │ │ Mouse) │
│ (SDL2) │ │ (Keyboard/ │
│ │ Mouse) │
└──────┬──────┘ └─────┬──────┘
│ │
└───────┬────────┘
@ -26,294 +26,517 @@ Wowee follows a modular architecture with clear separation of concerns:
│ │
┌───▼────────┐ ┌───────▼──────┐
│ Renderer │ │ UI Manager │
(Vulkan) │ │ (ImGui) │
(OpenGL) │ │ (ImGui) │
└───┬────────┘ └──────────────┘
├─ Camera + CameraController
├─ TerrainRenderer (ADT streaming)
├─ WMORenderer (buildings, collision)
├─ M2Renderer (models, particles, ribbons)
├─ CharacterRenderer (skeletal animation)
├─ WaterRenderer (refraction, lava, slime)
├─ SkyBox + StarField + Weather
├─ LightingManager (Light.dbc volumes)
└─ SwimEffects, ChargeEffect, Lightning
├─ Camera
├─ Scene Graph
├─ Shaders
├─ Meshes
└─ Textures
```
## Core Systems
### 1. Application Layer (`src/core/`)
**Application** (`application.hpp/cpp`) - Main controller
- Owns all subsystems (renderer, game handler, asset manager, UI)
- Manages application state (AUTH → REALM_SELECT → CHAR_SELECT → IN_WORLD)
**Application** - Main controller
- Owns all subsystems
- Manages application state
- Runs update/render loop
- Populates `GameServices` struct and passes to `GameHandler` at construction
- Handles lifecycle (init/shutdown)
**Window** (`window.hpp/cpp`) - SDL2 + Vulkan wrapper
- Creates SDL2 window with Vulkan surface
- Owns `VkContext` (Vulkan device, swapchain, render passes)
**Window** - SDL2 wrapper
- Creates window and OpenGL context
- Handles resize events
- Manages VSync and fullscreen
**Input** (`input.hpp/cpp`) - Input management
- Keyboard state tracking (SDL scancodes)
- Mouse position, buttons (1-based SDL indices), wheel delta
- Per-frame delta calculation
**Input** - Input management
- Keyboard state tracking
- Mouse position and buttons
- Mouse locking for camera control
**Logger** (`logger.hpp/cpp`) - Thread-safe logging
**Logger** - Logging system
- Thread-safe logging
- Multiple log levels (DEBUG, INFO, WARNING, ERROR, FATAL)
- File output to `logs/wowee.log`
- Configurable via `WOWEE_LOG_LEVEL` env var
- Timestamp formatting
### 2. Rendering System (`src/rendering/`)
**Renderer** (`renderer.hpp/cpp`) - Main rendering coordinator
- Manages Vulkan pipeline state
- Coordinates frame rendering across all sub-renderers
- Owns camera, sky, weather, lighting, and all sub-renderers
- Shadow mapping with PCF filtering
**Renderer** - Main rendering coordinator
- Manages OpenGL state
- Coordinates frame rendering
- Owns camera and scene
**VkContext** (`vk_context.hpp/cpp`) - Vulkan infrastructure
- Device selection, queue families, swapchain
- Render passes, framebuffers, command pools
- Sampler cache (FNV-1a hashed dedup)
- Pipeline cache persistence for fast startup
**Camera** (`camera.hpp/cpp`) - View/projection matrices
**Camera** - View/projection matrices
- Position and orientation
- FOV, aspect ratio, near/far planes
- Sub-pixel jitter for TAA/FSR2 (column 2 NDC offset)
- Frustum extraction for culling
- FOV and aspect ratio
- View frustum (for culling)
**TerrainRenderer** - ADT terrain streaming
- Async chunk loading within configurable radius
- 4-layer texture splatting with alpha blending
- Frustum + distance culling
- Vegetation/foliage placement via deterministic RNG
**Scene** - Scene graph
- Mesh collection
- Spatial organization
- Visibility determination
**WMORenderer** - World Map Objects (buildings)
- Multi-material batch rendering
- Portal-based visibility culling
- Floor/wall collision (normal-based classification)
- Interior glass transparency, doodad placement
**Shader** - GLSL program wrapper
- Loads vertex/fragment shaders
- Uniform management
- Compilation and linking
**M2Renderer** - Models (creatures, doodads, spell effects)
- Skeletal animation with GPU bone transforms
- Particle emitters (WotLK FBlock format)
- Ribbon emitters (charge trails, enchant glows)
- Portal spin effects, foliage wind displacement
- Per-instance animation state
**Mesh** - Geometry container
- Vertex buffer (position, normal, texcoord)
- Index buffer
- VAO/VBO/EBO management
**CharacterRenderer** - Player/NPC character models
- GPU vertex skinning (256 bones)
- Race/gender-aware textures via CharSections.dbc
- Equipment rendering (geoset visibility per slot)
- Fallback textures (white/transparent/flat-normal) for missing assets
**Texture** - Texture management
- Loading (BLP via `AssetManager`, optional PNG overrides for development)
- OpenGL texture object
- Mipmap generation
**WaterRenderer** - Terrain and WMO water
- Refraction/reflection rendering
- Magma/slime with multi-octave FBM noise flow
- Beer-Lambert absorption
**Skybox + StarField + Weather**
- Procedural sky dome with time-of-day lighting
- Star field with day/night fade (dusk 18:0020:00, dawn 04:0006:00)
- Rain/snow particle systems per zone (via zone weather table)
**LightingManager** - Light.dbc volume sampling
- Time-of-day color bands (half-minutes, 02879)
- Distance-weighted light volume blending
- Fog color/distance parameters
**Material** - Surface properties
- Shader assignment
- Texture binding
- Color/properties
### 3. Networking (`src/network/`)
**TCPSocket** (`tcp_socket.hpp/cpp`) - Platform TCP
- Non-blocking I/O with per-frame recv budgets
- 4 KB recv buffer per call
- Portable across Linux/macOS/Windows
**Socket** (Abstract base class)
- Connection interface
- Packet send/receive
- Callback system
**WorldSocket** (`world_socket.hpp/cpp`) - WoW world connection
- RC4 header encryption (derived from SRP session key)
- Packet parsing with configurable per-frame budgets
- Compressed move packet handling
**TCPSocket** - Linux TCP sockets
- Non-blocking I/O
- Raw TCP (replaces WebSocket)
- Packet framing
**Packet** (`packet.hpp/cpp`) - Binary data container
- Read/write primitives (uint8uint64, float, string, packed GUID)
- Bounds-checked reads (return 0 past end)
**Packet** - Binary data container
- Read/write primitives
- Byte order handling
- Opcode management
### 4. Authentication (`src/auth/`)
**AuthHandler** - Auth server protocol (port 3724)
- SRP6a challenge/proof flow
- Security flags: PIN (0x01), Matrix (0x02), Authenticator (0x04)
- Realm list retrieval
**AuthHandler** - Auth server protocol
- Connects to port 3724
- SRP authentication flow
- Session key generation
**SRP** (`srp.hpp/cpp`) - Secure Remote Password
- SRP6a with 19-byte (152-bit) ephemeral
- OpenSSL BIGNUM math
- Session key generation (40 bytes)
**SRP** - Secure Remote Password
- SRP6a algorithm
- Big integer math
- Salt and verifier generation
**Integrity** - Client integrity verification
- Checksum computation for Warden compatibility
**Crypto** - Cryptographic functions
- SHA1 hashing (OpenSSL)
- Random number generation
- Encryption helpers
### 5. Game Logic (`src/game/`)
**GameHandler** (`game_handler.hpp/cpp`) - Central game state
- Dispatch table routing 664+ opcodes to domain handlers
- Owns all domain handlers via composition
- Receives dependencies via `GameServices` struct (no singleton access)
**GameHandler** - World server protocol
- Connects to port 8085 (configurable)
- Packet handlers for 100+ opcodes
- Session management with RC4 encryption
- Character enumeration and login flow
**Domain Handlers** (SOLID decomposition from GameHandler):
- `EntityController` - UPDATE_OBJECT parsing, entity spawn/despawn
- `MovementHandler` - Movement packets, speed, taxi, swimming, flying
- `CombatHandler` - Damage, healing, death, auto-attack, threat
- `SpellHandler` - Spell casting, cooldowns, auras, talents, pet spells
- `InventoryHandler` - Equipment, bags, bank, mail, auction, vendors
- `QuestHandler` - Quest accept/complete, objectives, progress tracking
- `SocialHandler` - Party, guild, LFG, friends, who, duel, trade
- `ChatHandler` - Chat messages, channels, emotes, system messages
- `WardenHandler` - Anti-cheat module management
**World** - Game world state
- Map loading with async terrain streaming
- Entity management (players, NPCs, creatures)
- Zone management and exploration
- Time-of-day synchronization
**OpcodeTable** - Expansion-agnostic opcode mapping
- `LogicalOpcode` enum → wire opcode via JSON config per expansion
- Runtime remapping for Classic/TBC/WotLK/Turtle protocol differences
**Player** - Player character
- Position and movement (WASD + spline movement)
- Stats tracking (health, mana, XP, level)
- Equipment and inventory (23 + 16 slots)
- Action queue and spell casting
- Death and resurrection handling
**Entity / EntityManager** - Entity lifecycle
- Shared entity base class with update fields (uint32 array)
- Player, Unit, GameObject subtypes
- GUID-based lookup, field extraction (health, level, display ID, etc.)
**Character** - Character data
- Race, class, gender, appearance
- Creation and customization
- 3D model preview
- Online character lifecycle and state synchronization
**TransportManager** - Transport path evaluation
- Catmull-Rom spline interpolation from TransportAnimation.dbc
- Clock-based motion with server time synchronization
- Time-closed looping paths (wrap point duplicated, no index wrapping)
**Entity** - Game entities
- NPCs and creatures with display info
- Animation state (idle, combat, walk, run)
- GUID management (player, creature, item, gameobject)
- Targeting and selection
**Expansion Helpers** (`game_utils.hpp`):
- `isActiveExpansion("classic")` / `isActiveExpansion("tbc")` / `isActiveExpansion("wotlk")`
- `isClassicLikeExpansion()` (Classic or Turtle WoW)
- `isPreWotlk()` (Classic, Turtle, or TBC)
**Inventory** - Item management
- Equipment slots (head, shoulders, chest, etc.)
- Backpack storage (16 slots)
- Item metadata (icons, stats, durability)
- Drag-drop system
- Auto-equip and unequip
**NPC Interactions** - handled through `GameHandler`
- Gossip system
- Quest givers with markers (! and ?)
- Vendors (buy/sell)
- Trainers (placeholder)
- Combat animations
**ZoneManager** - Zone and area tracking
- Map exploration
- Area discovery
- Zone change detection
**Opcodes** - Protocol definitions
- 100+ Client→Server opcodes (CMSG_*)
- 100+ Server→Client opcodes (SMSG_*)
- WoW 3.3.5a (build 12340) specific
### 6. Asset Pipeline (`src/pipeline/`)
**AssetManager** - Runtime asset access
- Extracted loose-file tree indexed by `Data/manifest.json`
- Loads an extracted loose-file tree indexed by `Data/manifest.json`
- Layered resolution via optional overlay manifests (multi-expansion dedup)
- File cache with configurable budget (256 MB min, 12 GB max)
- PNG override support (checks for .png before .blp)
- File cache + path normalization
**asset_extract (tool)** - MPQ extraction
- Uses StormLib to extract MPQs into `Data/` and generate `manifest.json`
- Driven by `extract_assets.sh` / `extract_assets.ps1`
- Driven by `extract_assets.sh`
**BLPLoader** - Texture decompression
- DXT1/3/5 block compression (RGB565 color endpoints)
- Palette mode with 1/4/8-bit alpha
- Mipmap extraction
**BLPLoader** - Texture parser
- BLP format (Blizzard texture format)
- DXT1/3/5 compression support
- Mipmap extraction and generation
- OpenGL texture object creation
**M2Loader** - Model binary parsing
- Version-aware header (Classic v256 vs WotLK v264)
- Skeletal animation tracks (embedded vs external .anim files, flag 0x20)
- Compressed quaternions (int16 offset mapping)
- Particle emitters, ribbon emitters, attachment points
- Geoset support (group × 100 + variant encoding)
**M2Loader** - Model parser
- Character/creature models with materials
- Skeletal animation data (256 bones max)
- Bone hierarchies and transforms
- Animation sequences (idle, walk, run, attack, etc.)
- Particle emitters (WotLK FBlock format)
- Attachment points (weapons, mounts, etc.)
- Geoset support (hide/show body parts)
- Multiple texture units and render batches
**WMOLoader** - World object parsing
- Multi-group rendering with portal visibility
- Doodad placement (24-bit name index + 8-bit flags packing)
- Liquid data, collision geometry
**WMOLoader** - World object parser
- Buildings and structures
- Multi-material batches
- Portal system (visibility culling)
- Doodad placement (decorations)
- Group-based rendering
- Liquid data (indoor water)
**ADTLoader** - Terrain parsing
- 64×64 tiles per map, 16×16 chunks per tile (MCNK)
- MCVT height grid (145 vertices: 9 outer + 8 inner per row × 9 rows)
- Texture layers (up to 4 with alpha blending, RLE-compressed alpha maps)
**ADTLoader** - Terrain parser
- 64x64 tiles per map (map_XX_YY.adt)
- 16x16 chunks per tile (MCNK)
- Height map data (9x9 outer + 8x8 inner vertices)
- Texture layers (up to 4 per chunk with alpha blending)
- Liquid data (water/lava/slime with height and flags)
- Object placement (M2 and WMO references)
- Terrain holes
- Async loading to prevent frame stalls
**DBCLoader** - Database table parsing
- Binary DBC format (fixed 4-byte uint32 fields + string block)
- CSV fallback for pre-extracted data
- Expansion-aware field layout via `dbc_layouts.json`
- 20+ DBC files: Spell, Item, Creature, Faction, Map, AreaTable, etc.
**DBCLoader** - Database parser
- 20+ DBC files loaded (Spell, Item, Creature, SkillLine, Faction, etc.)
- Type-safe record access
- String block parsing
- Memory-efficient caching
- Used for:
- Spell icons and tooltips (Spell.dbc, SpellIcon.dbc)
- Item data (Item.dbc, ItemDisplayInfo.dbc)
- Creature display info (CreatureDisplayInfo.dbc, CreatureModelData.dbc)
- Class and race info (ChrClasses.dbc, ChrRaces.dbc)
- Skill lines (SkillLine.dbc, SkillLineAbility.dbc)
- Faction and reputation (Faction.dbc)
- Map and area names (Map.dbc, AreaTable.dbc)
### 7. UI System (`src/ui/`)
**UIManager** - ImGui coordinator
- ImGui initialization with SDL2/Vulkan backend
- Screen state management and transitions
- ImGui initialization with SDL2/OpenGL backend
- Event handling and input routing
- Render dispatch with opacity control
- Screen state management
**Screens:**
- `AuthScreen` - Login with username/password, server address, security code
- `RealmScreen` - Realm list with population and type indicators
- `CharacterScreen` - Character selection with 3D animated preview
- `CharacterCreateScreen` - Race/class/gender/appearance customization
- `GameScreen` - Main HUD: chat, action bar, target frame, minimap, nameplates, combat text, tooltips
- `InventoryScreen` - Equipment paper doll, backpack, bag windows, item tooltips with stats
- `SpellbookScreen` - Tabbed spell list with icons, drag-drop to action bar
- `QuestLogScreen` - Quest list with objectives, details, and rewards
- `TalentScreen` - Talent tree UI with point allocation
- `SettingsScreen` - Graphics presets (LOW/MEDIUM/HIGH/ULTRA), audio, keybindings
**AuthScreen** - Login interface
- Username/password input fields
- Server address configuration
- Connection status and error messages
### 8. Audio System (`src/audio/`)
**RealmScreen** - Server selection
- Realm list display with names and types
- Population info (Low/Medium/High/Full)
- Realm type indicators (PvP/PvE/RP/RPPvP)
- Auto-select for single realm
**AudioEngine** - miniaudio-based playback
- WAV decode cache (256 entries, LRU eviction)
- 2D and 3D positional audio
- Sample rate preservation (explicit to avoid miniaudio pitch distortion)
**CharacterScreen** - Character selection
- Character list with 3D animated preview
- Stats panel (level, race, class, location)
- Create/delete character buttons
- Enter world button
- Auto-select for single character
**Sound Managers:**
- `AmbientSoundManager` - Wind, water, fire, birds, crickets, city ambience, bell tolls
- `ActivitySoundManager` - Swimming strokes, jumping, landing
- `MovementSoundManager` - Footsteps (terrain-aware), mount movement
- `MountSoundManager` - Mount-specific movement audio
- `MusicManager` - Zone music with day/night variants
**CharacterCreateScreen** - Character creation
- Race selection (all Alliance and Horde races)
- Class selection (class availability by race)
- Gender selection
- Appearance customization (face, skin, hair, color, features)
- Name input with validation
- 3D character preview
### 9. Warden Anti-Cheat (`src/game/`)
**GameScreen** - In-game HUD
- Chat window with message history and formatting
- Action bar (12 slots with icons, cooldowns, keybindings)
- Target frame (name, level, health, hostile/friendly coloring)
- Player stats (health, mana/rage/energy)
- Minimap with quest markers
- Experience bar
4-layer architecture:
- `WardenHandler` - Packet handling (SMSG/CMSG_WARDEN_DATA)
- `WardenModuleManager` - Module lifecycle and caching
- `WardenModule` - 8-step pipeline: decrypt (RC4), strip RSA-2048 signature, decompress (zlib), parse PE headers, relocate, resolve imports, execute
- `WardenEmulator` - Unicorn Engine x86 CPU emulation with Windows API interception
- `WardenMemory` - PE image loading with bounds-checked reads, runtime global patching
**InventoryScreen** - Inventory management
- Equipment paper doll (23 slots: head, shoulders, chest, etc.)
- Backpack grid (16 slots)
- Item icons with tooltips
- Drag-drop to equip/unequip
- Item stats and durability
- Gold display
**SpellbookScreen** - Spells and abilities
- Tabbed interface (class specialties + General)
- Spell icons organized by SkillLine
- Spell tooltips (name, rank, cost, cooldown, description)
- Drag-drop to action bar
- Known spell tracking
**QuestLogScreen** - Quest tracking
- Active quest list
- Quest objectives and progress
- Quest details (description, objectives, rewards)
- Abandon quest button
- Quest level and recommended party size
**TalentScreen** - Talent trees
- Placeholder for talent system
- Tree visualization (TODO)
- Talent point allocation (TODO)
**Settings Window** - Configuration
- UI opacity slider
- Graphics options (TODO)
- Audio controls (TODO)
- Keybinding customization (TODO)
**Loading Screen** - Map loading progress
- Progress bar with percentage
- Background image (map-specific, TODO)
- Loading tips (TODO)
- Shown during world entry and map transitions
## Data Flow Examples
### Authentication Flow
```
User Input (username/password)
AuthHandler::authenticate()
SRP::calculateVerifier()
TCPSocket::send(LOGON_CHALLENGE)
Server Response (LOGON_CHALLENGE)
AuthHandler receives packet
SRP::calculateProof()
TCPSocket::send(LOGON_PROOF)
Server Response (LOGON_PROOF) → Success
Application::setState(REALM_SELECTION)
```
### Rendering Flow
```
Application::render()
Renderer::beginFrame()
├─ glClearColor() - Clear screen
└─ glClear() - Clear buffers
Renderer::renderWorld(world)
├─ Update camera matrices
├─ Frustum culling
├─ For each visible chunk:
│ ├─ Bind shader
│ ├─ Set uniforms (matrices, lighting)
│ ├─ Bind textures
│ └─ Mesh::draw() → glDrawElements()
└─ For each entity:
├─ Calculate bone transforms
└─ Render skinned mesh
UIManager::render()
├─ ImGui::NewFrame()
├─ Render current UI screen
└─ ImGui::Render()
Renderer::endFrame()
Window::swapBuffers()
```
### Asset Loading Flow
```
World::loadMap(mapId)
AssetManager::readFile("World/Maps/{map}/map.adt")
ADTLoader::load(adtData)
├─ Parse MCNK chunks (terrain)
├─ Parse MCLY chunks (textures)
├─ Parse MCVT chunks (vertices)
└─ Parse MCNR chunks (normals)
For each texture reference:
AssetManager::readFile(texturePath)
BLPLoader::load(blpData)
Texture::loadFromMemory(imageData)
Create Mesh from vertices/normals/texcoords
Add to Scene
Renderer draws in next frame
```
## Threading Model
- **Main thread**: Window events, game logic update, rendering
- **Async terrain**: Non-blocking chunk loading (std::async)
- **Network I/O**: Non-blocking recv in main thread with per-frame budgets
- **Normal maps**: Background CPU generation with mutex-protected result queue
- **GPU uploads**: Second Vulkan queue for parallel texture/buffer transfers
Currently **single-threaded** with async operations:
- Main thread: Window events, update, render
- Network I/O: Non-blocking in main thread (event-driven)
- Asset loading: Async terrain streaming (non-blocking chunk loads)
**Async Systems Implemented:**
- Terrain streaming loads ADT chunks asynchronously to prevent frame stalls
- Network packets processed in batches per frame
- UI rendering deferred until after world rendering
**Future multi-threading opportunities:**
- Asset loading thread pool (background texture/model decompression)
- Network thread (dedicated for socket I/O)
- Physics thread (if collision detection is added)
- Audio streaming thread
## Memory Management
- **Smart pointers**: `std::unique_ptr` / `std::shared_ptr` throughout
- **RAII**: All Vulkan resources wrapped with proper destructors
- **VMA**: Vulkan Memory Allocator for GPU memory
- **Object pooling**: Weather particles, combat text entries
- **DBC caching**: Lazy-loaded mutable caches in const getters
- **Smart pointers:** Used throughout (std::unique_ptr, std::shared_ptr)
- **RAII:** All resources (OpenGL, SDL) cleaned up automatically
- **No manual memory management:** No raw new/delete
- **OpenGL resources:** Wrapped in classes with proper destructors
## Performance Considerations
### Rendering
- **Frustum culling:** Only render visible chunks (terrain and WMO groups)
- **Distance culling:** WMO groups culled beyond 160 units
- **Batching:** Group draw calls by material and shader
- **LOD:** Distance-based level of detail (TODO)
- **Occlusion:** Portal-based visibility (WMO system)
- **GPU skinning:** Character animation computed on GPU (256 bones)
- **Instancing:** Future optimization for repeated models
### Asset Streaming
- **Async loading:** Terrain chunks load asynchronously (prevents frame stalls)
- **Lazy loading:** Load chunks as player moves within streaming radius
- **Unloading:** Free distant chunks automatically
- **Caching:** Keep frequently used assets in memory (textures, models)
- **Priority queue:** Load visible chunks first
### Network
- **Non-blocking I/O:** Never stall main thread
- **Packet buffering:** Handle multiple packets per frame
- **Batch processing:** Process received packets in batches
- **RC4 encryption:** Efficient header encryption (minimal overhead)
- **Compression:** Some packets are compressed (TODO)
### Memory Management
- **Smart pointers:** Automatic cleanup, no memory leaks
- **Object pooling:** Reuse particle objects (weather system)
- **DBC caching:** Load once, access fast
- **Texture sharing:** Same texture used by multiple models
## Error Handling
- **Logging:** All errors logged with context
- **Graceful degradation:** Missing assets show placeholder
- **State recovery:** Network disconnect → back to auth screen
- **No crashes:** Exceptions caught at application level
## Configuration
Currently hardcoded, future config system:
- Window size and fullscreen
- Graphics quality settings
- Server addresses
- Keybindings
- Audio volume
## Testing Strategy
**Unit Testing** (TODO):
- Packet serialization/deserialization
- SRP math functions
- Asset parsers with sample files
- DBC record parsing
- Inventory slot calculations
**Integration Testing** (TODO):
- Full auth flow against test server
- Realm list retrieval
- Character creation and selection
- Quest turn-in flow
- Vendor transactions
**Manual Testing:**
- Visual verification of rendering (terrain, water, models, particles)
- Performance profiling (F1 performance HUD)
- Memory leak checking (valgrind)
- Online gameplay against AzerothCore/TrinityCore/MaNGOS servers
- UI interactions (drag-drop, click events)
**Current Test Coverage:**
- Full authentication flow tested against live servers
- Character creation and selection verified
- Quest system tested (accept, track, turn-in)
- Vendor system tested (buy, sell)
- Combat system tested (targeting, auto-attack, spells)
- Inventory system tested (equip, unequip, drag-drop)
## Build System
**CMake** with modular targets:
- `wowee` - Main executable
- `asset_extract` - MPQ extraction tool (requires StormLib)
- `dbc_to_csv` / `auth_probe` / `blp_convert` - Utility tools
**CMake:**
- Modular target structure
- Automatic dependency discovery
- Cross-platform (Linux focus, but portable)
- Out-of-source builds
**Dependencies:**
- SDL2, Vulkan SDK, OpenSSL, GLM, zlib (system)
- SDL2 (system)
- OpenGL/GLEW (system)
- OpenSSL (system)
- GLM (system or header-only)
- ImGui (submodule in extern/)
- VMA, vk-bootstrap, stb_image (vendored in extern/)
- StormLib (system, optional — only for asset_extract)
- Unicorn Engine (system, optional — only for Warden emulation)
- FFmpeg (system, optional — for video playback)
**CI**: GitHub Actions for Linux (x86-64, ARM64), Windows (MSYS2), macOS (ARM64)
**Container builds**: Docker cross-compilation for Linux, macOS (osxcross), Windows (LLVM-MinGW)
- StormLib (system, optional)
## Code Style
- **C++20 standard**
- **Namespaces**: `wowee::core`, `wowee::rendering`, `wowee::game`, `wowee::ui`, `wowee::network`, `wowee::auth`, `wowee::audio`, `wowee::pipeline`
- **Naming**: PascalCase for classes, camelCase for functions/variables, kPascalCase for constants
- **Headers**: `.hpp` extension, `#pragma once`
- **Commits**: Conventional style (`feat:`, `fix:`, `refactor:`, `docs:`, `perf:`)
- **Namespaces:** wowee::core, wowee::rendering, etc.
- **Naming:** PascalCase for classes, camelCase for functions/variables
- **Headers:** .hpp extension
- **Includes:** Relative to project root
---
This architecture provides a solid foundation for a full-featured native WoW client!

View file

@ -563,4 +563,5 @@ The client is now ready for character operations and world entry! 🎮
---
**Implementation Status:** Complete — authentication, character enumeration, and world entry all working.
**Implementation Status:** 100% Complete for authentication
**Next Milestone:** Character enumeration and world entry

View file

@ -397,4 +397,6 @@ The authentication system can now reliably communicate with WoW 3.3.5a servers!
---
**Status:** ✅ Complete and tested against AzerothCore, TrinityCore, Mangos, and Turtle WoW.
**Status:** ✅ Complete and tested
**Next Steps:** Test with live server and implement realm list protocol.

View file

@ -19,11 +19,17 @@ For a more honest snapshot of gaps and current direction, see `docs/status.md`.
### 1. Clone
```bash
git clone --recurse-submodules https://github.com/Kelsidavis/WoWee.git
cd WoWee
git clone https://github.com/Kelsidavis/WoWee.git
cd wowee
```
### 2. Build
### 2. Install ImGui
```bash
git clone https://github.com/ocornut/imgui.git extern/imgui
```
### 3. Build
```bash
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@ -90,7 +96,7 @@ Use `BUILD_INSTRUCTIONS.md` for distro-specific package lists.
- Verify auth/world server is running
- Check host/port settings
- Check server logs and client logs in `logs/wowee.log`
- Check server logs and client logs in `build/bin/logs/`
### Missing assets (models/textures/terrain)

View file

@ -609,6 +609,6 @@ Once you have a working local server connection:
---
**Status**: Ready for local server testing
**Last Updated**: 2026-03-30
**Client Version**: v1.8.9-preview
**Server Compatibility**: Vanilla 1.12, TBC 2.4.3, WotLK 3.3.5a (12340), Turtle WoW 1.17
**Last Updated**: 2026-01-27
**Client Version**: 1.0.3
**Server Compatibility**: WoW 3.3.5a (12340)

View file

@ -351,13 +351,13 @@ The expensive operation (session key computation) only happens once per login.
2. **No Plaintext Storage:** Password is immediately hashed, never stored
3. **Forward Secrecy:** Ephemeral keys (a, A) are generated per session
4. **Mutual Authentication:** Both client and server prove knowledge of password
5. **Secure Channel:** Session key K is used for RC4 header encryption after auth completes
5. **Secure Channel:** Session key K can be used for encryption (not implemented yet)
## References
- [SRP Protocol](http://srp.stanford.edu/)
- [WoWDev Wiki - SRP](https://wowdev.wiki/SRP)
- Implementation: `src/auth/srp.cpp`, `include/auth/srp.hpp`
- Original wowee: `/wowee/src/lib/crypto/srp.js`
- OpenSSL BIGNUM: https://www.openssl.org/docs/man1.1.1/man3/BN_new.html
---

View file

@ -1,6 +1,6 @@
# Project Status
**Last updated**: 2026-03-30
**Last updated**: 2026-03-07
## What This Repo Is
@ -25,23 +25,20 @@ Implemented (working in normal use):
- Talent tree UI with proper visuals and functionality
- Pet tracking (SMSG_PET_SPELLS), dismiss pet button
- Party: group invites, party list, out-of-range member health (SMSG_PARTY_MEMBER_STATS)
- Nameplates: NPC subtitles, guild names, elite/boss/rare borders, quest/raid indicators, cast bars, debuff dots
- Floating combat text: world-space damage/heal numbers above entities with 3D projection
- Target/focus frames: guild name, creature type, rank badges, combo points, cast bars
- Map exploration: subzone-level fog-of-war reveal
- Warden anti-cheat: full module execution via Unicorn Engine x86 emulation; module caching
- Audio: ambient, movement, combat, spell, and UI sound systems; NPC voice lines for all playable races (greeting/farewell/vendor/pissed/aggro/flee)
- Bag UI: independent bag windows (any bag closable independently), open-bag indicator on bag bar, server-synced bag sort, off-screen position reset, optional collapse-empty mode in aggregate view
- DBC auto-detection: CharSections.dbc field layout auto-detected at runtime (handles stock WotLK vs HD-textured clients)
- Audio: ambient, movement, combat, spell, and UI sound systems
- Bag UI: separate bag windows, open-bag indicator on bag bar, optional collapse-empty mode in aggregate bag view
- Multi-expansion: Classic/Vanilla, TBC, WotLK, and Turtle WoW (1.17) protocol and asset variants
- CI: GitHub Actions for Linux (x86-64, ARM64), Windows (MSYS2 x86-64 + ARM64), macOS (ARM64); container builds via Podman
- CI: GitHub Actions for Linux (x86-64, ARM64), Windows (MSYS2), macOS (ARM64); container builds via Podman
In progress / known gaps:
- Transports: M2 transports (trams) working with position-delta riding; WMO transports (ships, zeppelins) working with path following; some edge cases remain
- Quest GO interaction: CMSG_GAMEOBJ_USE + CMSG_LOOT sent correctly, but some AzerothCore/ChromieCraft servers don't grant quest credit for chest-type GOs (server-side limitation)
- Visual edge cases: some M2/WMO rendering gaps (some particle effects)
- Water refraction: enabled by default; srcAccessMask barrier fix (2026-03-18) resolved prior VK_ERROR_DEVICE_LOST on AMD/Mali GPUs
- 3D positional audio: not implemented (mono/stereo only)
- Visual edge cases: some M2/WMO rendering gaps (character shin mesh, some particle effects)
- Interior rendering: WMO interior shadows disabled (too dark); lava steam particles sparse
- Water refraction: implemented but disabled by default (can cause VK_ERROR_DEVICE_LOST on some GPUs)
## Where To Look

14
extern/VERSIONS.md vendored
View file

@ -1,14 +0,0 @@
# Vendored Library Versions
Versions of third-party libraries vendored in `extern/`. Update this file
when upgrading any dependency so maintainers can track drift.
| Library | Version | Source | Notes |
|---------|---------|--------|-------|
| Dear ImGui | 1.92.6 WIP | https://github.com/ocornut/imgui | Git submodule |
| vk-bootstrap | latest | https://github.com/charles-lunarg/vk-bootstrap | Git submodule |
| Vulkan Memory Allocator | 3.4.0 | https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator | Single header |
| miniaudio | 0.11.24 | https://miniaud.io/ | Single header |
| stb_image | 2.30 | https://github.com/nothings/stb | Single header |
| stb_image_write | 1.16 | https://github.com/nothings/stb | Single header |
| Lua | 5.1.5 | https://www.lua.org/ | Intentionally 5.1 for WoW addon API compatibility |

View file

@ -1,34 +0,0 @@
Lua License
-----------
Lua is licensed under the terms of the MIT license reproduced below.
This means that Lua is free software and can be used for both academic
and commercial purposes at absolutely no cost.
For details and rationale, see http://www.lua.org/license.html .
===============================================================================
Copyright (C) 1994-2012 Lua.org, PUC-Rio.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
===============================================================================
(end of COPYRIGHT)

View file

@ -1,183 +0,0 @@
HISTORY for Lua 5.1
* Changes from version 5.0 to 5.1
-------------------------------
Language:
+ new module system.
+ new semantics for control variables of fors.
+ new semantics for setn/getn.
+ new syntax/semantics for varargs.
+ new long strings and comments.
+ new `mod' operator (`%')
+ new length operator #t
+ metatables for all types
API:
+ new functions: lua_createtable, lua_get(set)field, lua_push(to)integer.
+ user supplies memory allocator (lua_open becomes lua_newstate).
+ luaopen_* functions must be called through Lua.
Implementation:
+ new configuration scheme via luaconf.h.
+ incremental garbage collection.
+ better handling of end-of-line in the lexer.
+ fully reentrant parser (new Lua function `load')
+ better support for 64-bit machines.
+ native loadlib support for Mac OS X.
+ standard distribution in only one library (lualib.a merged into lua.a)
* Changes from version 4.0 to 5.0
-------------------------------
Language:
+ lexical scoping.
+ Lua coroutines.
+ standard libraries now packaged in tables.
+ tags replaced by metatables and tag methods replaced by metamethods,
stored in metatables.
+ proper tail calls.
+ each function can have its own global table, which can be shared.
+ new __newindex metamethod, called when we insert a new key into a table.
+ new block comments: --[[ ... ]].
+ new generic for.
+ new weak tables.
+ new boolean type.
+ new syntax "local function".
+ (f()) returns the first value returned by f.
+ {f()} fills a table with all values returned by f.
+ \n ignored in [[\n .
+ fixed and-or priorities.
+ more general syntax for function definition (e.g. function a.x.y:f()...end).
+ more general syntax for function calls (e.g. (print or write)(9)).
+ new functions (time/date, tmpfile, unpack, require, load*, etc.).
API:
+ chunks are loaded by using lua_load; new luaL_loadfile and luaL_loadbuffer.
+ introduced lightweight userdata, a simple "void*" without a metatable.
+ new error handling protocol: the core no longer prints error messages;
all errors are reported to the caller on the stack.
+ new lua_atpanic for host cleanup.
+ new, signal-safe, hook scheme.
Implementation:
+ new license: MIT.
+ new, faster, register-based virtual machine.
+ support for external multithreading and coroutines.
+ new and consistent error message format.
+ the core no longer needs "stdio.h" for anything (except for a single
use of sprintf to convert numbers to strings).
+ lua.c now runs the environment variable LUA_INIT, if present. It can
be "@filename", to run a file, or the chunk itself.
+ support for user extensions in lua.c.
sample implementation given for command line editing.
+ new dynamic loading library, active by default on several platforms.
+ safe garbage-collector metamethods.
+ precompiled bytecodes checked for integrity (secure binary dostring).
+ strings are fully aligned.
+ position capture in string.find.
+ read('*l') can read lines with embedded zeros.
* Changes from version 3.2 to 4.0
-------------------------------
Language:
+ new "break" and "for" statements (both numerical and for tables).
+ uniform treatment of globals: globals are now stored in a Lua table.
+ improved error messages.
+ no more '$debug': full speed *and* full debug information.
+ new read form: read(N) for next N bytes.
+ general read patterns now deprecated.
(still available with -DCOMPAT_READPATTERNS.)
+ all return values are passed as arguments for the last function
(old semantics still available with -DLUA_COMPAT_ARGRET)
+ garbage collection tag methods for tables now deprecated.
+ there is now only one tag method for order.
API:
+ New API: fully re-entrant, simpler, and more efficient.
+ New debug API.
Implementation:
+ faster than ever: cleaner virtual machine and new hashing algorithm.
+ non-recursive garbage-collector algorithm.
+ reduced memory usage for programs with many strings.
+ improved treatment for memory allocation errors.
+ improved support for 16-bit machines (we hope).
+ code now compiles unmodified as both ANSI C and C++.
+ numbers in bases other than 10 are converted using strtoul.
+ new -f option in Lua to support #! scripts.
+ luac can now combine text and binaries.
* Changes from version 3.1 to 3.2
-------------------------------
+ redirected all output in Lua's core to _ERRORMESSAGE and _ALERT.
+ increased limit on the number of constants and globals per function
(from 2^16 to 2^24).
+ debugging info (lua_debug and hooks) moved into lua_state and new API
functions provided to get and set this info.
+ new debug lib gives full debugging access within Lua.
+ new table functions "foreachi", "sort", "tinsert", "tremove", "getn".
+ new io functions "flush", "seek".
* Changes from version 3.0 to 3.1
-------------------------------
+ NEW FEATURE: anonymous functions with closures (via "upvalues").
+ new syntax:
- local variables in chunks.
- better scope control with DO block END.
- constructors can now be also written: { record-part; list-part }.
- more general syntax for function calls and lvalues, e.g.:
f(x).y=1
o:f(x,y):g(z)
f"string" is sugar for f("string")
+ strings may now contain arbitrary binary data (e.g., embedded zeros).
+ major code re-organization and clean-up; reduced module interdependecies.
+ no arbitrary limits on the total number of constants and globals.
+ support for multiple global contexts.
+ better syntax error messages.
+ new traversal functions "foreach" and "foreachvar".
+ the default for numbers is now double.
changing it to use floats or longs is easy.
+ complete debug information stored in pre-compiled chunks.
+ sample interpreter now prompts user when run interactively, and also
handles control-C interruptions gracefully.
* Changes from version 2.5 to 3.0
-------------------------------
+ NEW CONCEPT: "tag methods".
Tag methods replace fallbacks as the meta-mechanism for extending the
semantics of Lua. Whereas fallbacks had a global nature, tag methods
work on objects having the same tag (e.g., groups of tables).
Existing code that uses fallbacks should work without change.
+ new, general syntax for constructors {[exp] = exp, ... }.
+ support for handling variable number of arguments in functions (varargs).
+ support for conditional compilation ($if ... $else ... $end).
+ cleaner semantics in API simplifies host code.
+ better support for writing libraries (auxlib.h).
+ better type checking and error messages in the standard library.
+ luac can now also undump.
* Changes from version 2.4 to 2.5
-------------------------------
+ io and string libraries are now based on pattern matching;
the old libraries are still available for compatibility
+ dofile and dostring can now return values (via return statement)
+ better support for 16- and 64-bit machines
+ expanded documentation, with more examples
* Changes from version 2.2 to 2.4
-------------------------------
+ external compiler creates portable binary files that can be loaded faster
+ interface for debugging and profiling
+ new "getglobal" fallback
+ new functions for handling references to Lua objects
+ new functions in standard lib
+ only one copy of each string is stored
+ expanded documentation, with more examples
* Changes from version 2.1 to 2.2
-------------------------------
+ functions now may be declared with any "lvalue" as a name
+ garbage collection of functions
+ support for pipes
* Changes from version 1.1 to 2.1
-------------------------------
+ object-oriented support
+ fallbacks
+ simplified syntax for tables
+ many internal improvements
(end of HISTORY)

View file

@ -1,99 +0,0 @@
INSTALL for Lua 5.1
* Building Lua
------------
Lua is built in the src directory, but the build process can be
controlled from the top-level Makefile.
Building Lua on Unix systems should be very easy. First do "make" and
see if your platform is listed. If so, just do "make xxx", where xxx
is your platform name. The platforms currently supported are:
aix ansi bsd freebsd generic linux macosx mingw posix solaris
If your platform is not listed, try the closest one or posix, generic,
ansi, in this order.
See below for customization instructions and for instructions on how
to build with other Windows compilers.
If you want to check that Lua has been built correctly, do "make test"
after building Lua. Also, have a look at the example programs in test.
* Installing Lua
--------------
Once you have built Lua, you may want to install it in an official
place in your system. In this case, do "make install". The official
place and the way to install files are defined in Makefile. You must
have the right permissions to install files.
If you want to build and install Lua in one step, do "make xxx install",
where xxx is your platform name.
If you want to install Lua locally, then do "make local". This will
create directories bin, include, lib, man, and install Lua there as
follows:
bin: lua luac
include: lua.h luaconf.h lualib.h lauxlib.h lua.hpp
lib: liblua.a
man/man1: lua.1 luac.1
These are the only directories you need for development.
There are man pages for lua and luac, in both nroff and html, and a
reference manual in html in doc, some sample code in test, and some
useful stuff in etc. You don't need these directories for development.
If you want to install Lua locally, but in some other directory, do
"make install INSTALL_TOP=xxx", where xxx is your chosen directory.
See below for instructions for Windows and other systems.
* Customization
-------------
Three things can be customized by editing a file:
- Where and how to install Lua -- edit Makefile.
- How to build Lua -- edit src/Makefile.
- Lua features -- edit src/luaconf.h.
You don't actually need to edit the Makefiles because you may set the
relevant variables when invoking make.
On the other hand, if you need to select some Lua features, you'll need
to edit src/luaconf.h. The edited file will be the one installed, and
it will be used by any Lua clients that you build, to ensure consistency.
We strongly recommend that you enable dynamic loading. This is done
automatically for all platforms listed above that have this feature
(and also Windows). See src/luaconf.h and also src/Makefile.
* Building Lua on Windows and other systems
-----------------------------------------
If you're not using the usual Unix tools, then the instructions for
building Lua depend on the compiler you use. You'll need to create
projects (or whatever your compiler uses) for building the library,
the interpreter, and the compiler, as follows:
library: lapi.c lcode.c ldebug.c ldo.c ldump.c lfunc.c lgc.c llex.c
lmem.c lobject.c lopcodes.c lparser.c lstate.c lstring.c
ltable.c ltm.c lundump.c lvm.c lzio.c
lauxlib.c lbaselib.c ldblib.c liolib.c lmathlib.c loslib.c
ltablib.c lstrlib.c loadlib.c linit.c
interpreter: library, lua.c
compiler: library, luac.c print.c
If you use Visual Studio .NET, you can use etc/luavs.bat in its
"Command Prompt".
If all you want is to build the Lua interpreter, you may put all .c files
in a single project, except for luac.c and print.c. Or just use etc/all.c.
To use Lua as a library in your own programs, you'll need to know how to
create and use libraries with your compiler.
As mentioned above, you may edit luaconf.h to select some features before
building Lua.
(end of INSTALL)

View file

@ -1,128 +0,0 @@
# makefile for installing Lua
# see INSTALL for installation instructions
# see src/Makefile and src/luaconf.h for further customization
# == CHANGE THE SETTINGS BELOW TO SUIT YOUR ENVIRONMENT =======================
# Your platform. See PLATS for possible values.
PLAT= none
# Where to install. The installation starts in the src and doc directories,
# so take care if INSTALL_TOP is not an absolute path.
INSTALL_TOP= /usr/local
INSTALL_BIN= $(INSTALL_TOP)/bin
INSTALL_INC= $(INSTALL_TOP)/include
INSTALL_LIB= $(INSTALL_TOP)/lib
INSTALL_MAN= $(INSTALL_TOP)/man/man1
#
# You probably want to make INSTALL_LMOD and INSTALL_CMOD consistent with
# LUA_ROOT, LUA_LDIR, and LUA_CDIR in luaconf.h (and also with etc/lua.pc).
INSTALL_LMOD= $(INSTALL_TOP)/share/lua/$V
INSTALL_CMOD= $(INSTALL_TOP)/lib/lua/$V
# How to install. If your install program does not support "-p", then you
# may have to run ranlib on the installed liblua.a (do "make ranlib").
INSTALL= install -p
INSTALL_EXEC= $(INSTALL) -m 0755
INSTALL_DATA= $(INSTALL) -m 0644
#
# If you don't have install you can use cp instead.
# INSTALL= cp -p
# INSTALL_EXEC= $(INSTALL)
# INSTALL_DATA= $(INSTALL)
# Utilities.
MKDIR= mkdir -p
RANLIB= ranlib
# == END OF USER SETTINGS. NO NEED TO CHANGE ANYTHING BELOW THIS LINE =========
# Convenience platforms targets.
PLATS= aix ansi bsd freebsd generic linux macosx mingw posix solaris
# What to install.
TO_BIN= lua luac
TO_INC= lua.h luaconf.h lualib.h lauxlib.h ../etc/lua.hpp
TO_LIB= liblua.a
TO_MAN= lua.1 luac.1
# Lua version and release.
V= 5.1
R= 5.1.5
all: $(PLAT)
$(PLATS) clean:
cd src && $(MAKE) $@
test: dummy
src/lua test/hello.lua
install: dummy
cd src && $(MKDIR) $(INSTALL_BIN) $(INSTALL_INC) $(INSTALL_LIB) $(INSTALL_MAN) $(INSTALL_LMOD) $(INSTALL_CMOD)
cd src && $(INSTALL_EXEC) $(TO_BIN) $(INSTALL_BIN)
cd src && $(INSTALL_DATA) $(TO_INC) $(INSTALL_INC)
cd src && $(INSTALL_DATA) $(TO_LIB) $(INSTALL_LIB)
cd doc && $(INSTALL_DATA) $(TO_MAN) $(INSTALL_MAN)
ranlib:
cd src && cd $(INSTALL_LIB) && $(RANLIB) $(TO_LIB)
local:
$(MAKE) install INSTALL_TOP=..
none:
@echo "Please do"
@echo " make PLATFORM"
@echo "where PLATFORM is one of these:"
@echo " $(PLATS)"
@echo "See INSTALL for complete instructions."
# make may get confused with test/ and INSTALL in a case-insensitive OS
dummy:
# echo config parameters
echo:
@echo ""
@echo "These are the parameters currently set in src/Makefile to build Lua $R:"
@echo ""
@cd src && $(MAKE) -s echo
@echo ""
@echo "These are the parameters currently set in Makefile to install Lua $R:"
@echo ""
@echo "PLAT = $(PLAT)"
@echo "INSTALL_TOP = $(INSTALL_TOP)"
@echo "INSTALL_BIN = $(INSTALL_BIN)"
@echo "INSTALL_INC = $(INSTALL_INC)"
@echo "INSTALL_LIB = $(INSTALL_LIB)"
@echo "INSTALL_MAN = $(INSTALL_MAN)"
@echo "INSTALL_LMOD = $(INSTALL_LMOD)"
@echo "INSTALL_CMOD = $(INSTALL_CMOD)"
@echo "INSTALL_EXEC = $(INSTALL_EXEC)"
@echo "INSTALL_DATA = $(INSTALL_DATA)"
@echo ""
@echo "See also src/luaconf.h ."
@echo ""
# echo private config parameters
pecho:
@echo "V = $(V)"
@echo "R = $(R)"
@echo "TO_BIN = $(TO_BIN)"
@echo "TO_INC = $(TO_INC)"
@echo "TO_LIB = $(TO_LIB)"
@echo "TO_MAN = $(TO_MAN)"
# echo config parameters as Lua code
# uncomment the last sed expression if you want nil instead of empty strings
lecho:
@echo "-- installation parameters for Lua $R"
@echo "VERSION = '$V'"
@echo "RELEASE = '$R'"
@$(MAKE) echo | grep = | sed -e 's/= /= "/' -e 's/$$/"/' #-e 's/""/nil/'
@echo "-- EOF"
# list targets that do not create files (but not all makes understand .PHONY)
.PHONY: all $(PLATS) clean test install local none dummy echo pecho lecho
# (end of Makefile)

View file

@ -1,37 +0,0 @@
README for Lua 5.1
See INSTALL for installation instructions.
See HISTORY for a summary of changes since the last released version.
* What is Lua?
------------
Lua is a powerful, light-weight programming language designed for extending
applications. Lua is also frequently used as a general-purpose, stand-alone
language. Lua is free software.
For complete information, visit Lua's web site at http://www.lua.org/ .
For an executive summary, see http://www.lua.org/about.html .
Lua has been used in many different projects around the world.
For a short list, see http://www.lua.org/uses.html .
* Availability
------------
Lua is freely available for both academic and commercial purposes.
See COPYRIGHT and http://www.lua.org/license.html for details.
Lua can be downloaded at http://www.lua.org/download.html .
* Installation
------------
Lua is implemented in pure ANSI C, and compiles unmodified in all known
platforms that have an ANSI C compiler. In most Unix-like platforms, simply
do "make" with a suitable target. See INSTALL for detailed instructions.
* Origin
------
Lua is developed at Lua.org, a laboratory of the Department of Computer
Science of PUC-Rio (the Pontifical Catholic University of Rio de Janeiro
in Brazil).
For more information about the authors, see http://www.lua.org/authors.html .
(end of README)

View file

@ -1,497 +0,0 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<HTML>
<HEAD>
<TITLE>Lua 5.1 Reference Manual - contents</TITLE>
<LINK REL="stylesheet" TYPE="text/css" HREF="lua.css">
<META HTTP-EQUIV="content-type" CONTENT="text/html; charset=utf-8">
<STYLE TYPE="text/css">
ul {
list-style-type: none ;
}
</STYLE>
</HEAD>
<BODY>
<HR>
<H1>
<A HREF="http://www.lua.org/"><IMG SRC="logo.gif" ALT="" BORDER=0></A>
Lua 5.1 Reference Manual
</H1>
<P>
The reference manual is the official definition of the Lua language.
For a complete introduction to Lua programming, see the book
<A HREF="http://www.lua.org/docs.html#pil">Programming in Lua</A>.
<P>
This manual is also available as a book:
<BLOCKQUOTE>
<A HREF="http://www.amazon.com/exec/obidos/ASIN/8590379833/lua-indexmanual-20">
<IMG SRC="cover.png" ALT="" TITLE="buy from Amazon" BORDER=1 ALIGN="left" HSPACE=12>
</A>
<B>Lua 5.1 Reference Manual</B>
<BR>by R. Ierusalimschy, L. H. de Figueiredo, W. Celes
<BR>Lua.org, August 2006
<BR>ISBN 85-903798-3-3
<BR CLEAR="all">
</BLOCKQUOTE>
<P>
<A HREF="http://www.amazon.com/exec/obidos/ASIN/8590379833/lua-indexmanual-20">Buy a copy</A>
of this book and
<A HREF="http://www.lua.org/donations.html">help to support</A>
the Lua project.
<P>
<A HREF="manual.html">start</A>
&middot;
<A HREF="#contents">contents</A>
&middot;
<A HREF="#index">index</A>
&middot;
<A HREF="http://www.lua.org/manual/">other versions</A>
<HR>
<SMALL>
Copyright &copy; 2006&ndash;2012 Lua.org, PUC-Rio.
Freely available under the terms of the
<A HREF="http://www.lua.org/license.html">Lua license</A>.
</SMALL>
<H2><A NAME="contents">Contents</A></H2>
<UL style="padding: 0">
<LI><A HREF="manual.html">1 &ndash; Introduction</A>
<P>
<LI><A HREF="manual.html#2">2 &ndash; The Language</A>
<UL>
<LI><A HREF="manual.html#2.1">2.1 &ndash; Lexical Conventions</A>
<LI><A HREF="manual.html#2.2">2.2 &ndash; Values and Types</A>
<UL>
<LI><A HREF="manual.html#2.2.1">2.2.1 &ndash; Coercion</A>
</UL>
<LI><A HREF="manual.html#2.3">2.3 &ndash; Variables</A>
<LI><A HREF="manual.html#2.4">2.4 &ndash; Statements</A>
<UL>
<LI><A HREF="manual.html#2.4.1">2.4.1 &ndash; Chunks</A>
<LI><A HREF="manual.html#2.4.2">2.4.2 &ndash; Blocks</A>
<LI><A HREF="manual.html#2.4.3">2.4.3 &ndash; Assignment</A>
<LI><A HREF="manual.html#2.4.4">2.4.4 &ndash; Control Structures</A>
<LI><A HREF="manual.html#2.4.5">2.4.5 &ndash; For Statement</A>
<LI><A HREF="manual.html#2.4.6">2.4.6 &ndash; Function Calls as Statements</A>
<LI><A HREF="manual.html#2.4.7">2.4.7 &ndash; Local Declarations</A>
</UL>
<LI><A HREF="manual.html#2.5">2.5 &ndash; Expressions</A>
<UL>
<LI><A HREF="manual.html#2.5.1">2.5.1 &ndash; Arithmetic Operators</A>
<LI><A HREF="manual.html#2.5.2">2.5.2 &ndash; Relational Operators</A>
<LI><A HREF="manual.html#2.5.3">2.5.3 &ndash; Logical Operators</A>
<LI><A HREF="manual.html#2.5.4">2.5.4 &ndash; Concatenation</A>
<LI><A HREF="manual.html#2.5.5">2.5.5 &ndash; The Length Operator</A>
<LI><A HREF="manual.html#2.5.6">2.5.6 &ndash; Precedence</A>
<LI><A HREF="manual.html#2.5.7">2.5.7 &ndash; Table Constructors</A>
<LI><A HREF="manual.html#2.5.8">2.5.8 &ndash; Function Calls</A>
<LI><A HREF="manual.html#2.5.9">2.5.9 &ndash; Function Definitions</A>
</UL>
<LI><A HREF="manual.html#2.6">2.6 &ndash; Visibility Rules</A>
<LI><A HREF="manual.html#2.7">2.7 &ndash; Error Handling</A>
<LI><A HREF="manual.html#2.8">2.8 &ndash; Metatables</A>
<LI><A HREF="manual.html#2.9">2.9 &ndash; Environments</A>
<LI><A HREF="manual.html#2.10">2.10 &ndash; Garbage Collection</A>
<UL>
<LI><A HREF="manual.html#2.10.1">2.10.1 &ndash; Garbage-Collection Metamethods</A>
<LI><A HREF="manual.html#2.10.2">2.10.2 &ndash; Weak Tables</A>
</UL>
<LI><A HREF="manual.html#2.11">2.11 &ndash; Coroutines</A>
</UL>
<P>
<LI><A HREF="manual.html#3">3 &ndash; The Application Program Interface</A>
<UL>
<LI><A HREF="manual.html#3.1">3.1 &ndash; The Stack</A>
<LI><A HREF="manual.html#3.2">3.2 &ndash; Stack Size</A>
<LI><A HREF="manual.html#3.3">3.3 &ndash; Pseudo-Indices</A>
<LI><A HREF="manual.html#3.4">3.4 &ndash; C Closures</A>
<LI><A HREF="manual.html#3.5">3.5 &ndash; Registry</A>
<LI><A HREF="manual.html#3.6">3.6 &ndash; Error Handling in C</A>
<LI><A HREF="manual.html#3.7">3.7 &ndash; Functions and Types</A>
<LI><A HREF="manual.html#3.8">3.8 &ndash; The Debug Interface</A>
</UL>
<P>
<LI><A HREF="manual.html#4">4 &ndash; The Auxiliary Library</A>
<UL>
<LI><A HREF="manual.html#4.1">4.1 &ndash; Functions and Types</A>
</UL>
<P>
<LI><A HREF="manual.html#5">5 &ndash; Standard Libraries</A>
<UL>
<LI><A HREF="manual.html#5.1">5.1 &ndash; Basic Functions</A>
<LI><A HREF="manual.html#5.2">5.2 &ndash; Coroutine Manipulation</A>
<LI><A HREF="manual.html#5.3">5.3 &ndash; Modules</A>
<LI><A HREF="manual.html#5.4">5.4 &ndash; String Manipulation</A>
<UL>
<LI><A HREF="manual.html#5.4.1">5.4.1 &ndash; Patterns</A>
</UL>
<LI><A HREF="manual.html#5.5">5.5 &ndash; Table Manipulation</A>
<LI><A HREF="manual.html#5.6">5.6 &ndash; Mathematical Functions</A>
<LI><A HREF="manual.html#5.7">5.7 &ndash; Input and Output Facilities</A>
<LI><A HREF="manual.html#5.8">5.8 &ndash; Operating System Facilities</A>
<LI><A HREF="manual.html#5.9">5.9 &ndash; The Debug Library</A>
</UL>
<P>
<LI><A HREF="manual.html#6">6 &ndash; Lua Stand-alone</A>
<P>
<LI><A HREF="manual.html#7">7 &ndash; Incompatibilities with the Previous Version</A>
<UL>
<LI><A HREF="manual.html#7.1">7.1 &ndash; Changes in the Language</A>
<LI><A HREF="manual.html#7.2">7.2 &ndash; Changes in the Libraries</A>
<LI><A HREF="manual.html#7.3">7.3 &ndash; Changes in the API</A>
</UL>
<P>
<LI><A HREF="manual.html#8">8 &ndash; The Complete Syntax of Lua</A>
</UL>
<H2><A NAME="index">Index</A></H2>
<TABLE WIDTH="100%">
<TR VALIGN="top">
<TD>
<H3><A NAME="functions">Lua functions</A></H3>
<A HREF="manual.html#pdf-_G">_G</A><BR>
<A HREF="manual.html#pdf-_VERSION">_VERSION</A><BR>
<P>
<A HREF="manual.html#pdf-assert">assert</A><BR>
<A HREF="manual.html#pdf-collectgarbage">collectgarbage</A><BR>
<A HREF="manual.html#pdf-dofile">dofile</A><BR>
<A HREF="manual.html#pdf-error">error</A><BR>
<A HREF="manual.html#pdf-getfenv">getfenv</A><BR>
<A HREF="manual.html#pdf-getmetatable">getmetatable</A><BR>
<A HREF="manual.html#pdf-ipairs">ipairs</A><BR>
<A HREF="manual.html#pdf-load">load</A><BR>
<A HREF="manual.html#pdf-loadfile">loadfile</A><BR>
<A HREF="manual.html#pdf-loadstring">loadstring</A><BR>
<A HREF="manual.html#pdf-module">module</A><BR>
<A HREF="manual.html#pdf-next">next</A><BR>
<A HREF="manual.html#pdf-pairs">pairs</A><BR>
<A HREF="manual.html#pdf-pcall">pcall</A><BR>
<A HREF="manual.html#pdf-print">print</A><BR>
<A HREF="manual.html#pdf-rawequal">rawequal</A><BR>
<A HREF="manual.html#pdf-rawget">rawget</A><BR>
<A HREF="manual.html#pdf-rawset">rawset</A><BR>
<A HREF="manual.html#pdf-require">require</A><BR>
<A HREF="manual.html#pdf-select">select</A><BR>
<A HREF="manual.html#pdf-setfenv">setfenv</A><BR>
<A HREF="manual.html#pdf-setmetatable">setmetatable</A><BR>
<A HREF="manual.html#pdf-tonumber">tonumber</A><BR>
<A HREF="manual.html#pdf-tostring">tostring</A><BR>
<A HREF="manual.html#pdf-type">type</A><BR>
<A HREF="manual.html#pdf-unpack">unpack</A><BR>
<A HREF="manual.html#pdf-xpcall">xpcall</A><BR>
<P>
<A HREF="manual.html#pdf-coroutine.create">coroutine.create</A><BR>
<A HREF="manual.html#pdf-coroutine.resume">coroutine.resume</A><BR>
<A HREF="manual.html#pdf-coroutine.running">coroutine.running</A><BR>
<A HREF="manual.html#pdf-coroutine.status">coroutine.status</A><BR>
<A HREF="manual.html#pdf-coroutine.wrap">coroutine.wrap</A><BR>
<A HREF="manual.html#pdf-coroutine.yield">coroutine.yield</A><BR>
<P>
<A HREF="manual.html#pdf-debug.debug">debug.debug</A><BR>
<A HREF="manual.html#pdf-debug.getfenv">debug.getfenv</A><BR>
<A HREF="manual.html#pdf-debug.gethook">debug.gethook</A><BR>
<A HREF="manual.html#pdf-debug.getinfo">debug.getinfo</A><BR>
<A HREF="manual.html#pdf-debug.getlocal">debug.getlocal</A><BR>
<A HREF="manual.html#pdf-debug.getmetatable">debug.getmetatable</A><BR>
<A HREF="manual.html#pdf-debug.getregistry">debug.getregistry</A><BR>
<A HREF="manual.html#pdf-debug.getupvalue">debug.getupvalue</A><BR>
<A HREF="manual.html#pdf-debug.setfenv">debug.setfenv</A><BR>
<A HREF="manual.html#pdf-debug.sethook">debug.sethook</A><BR>
<A HREF="manual.html#pdf-debug.setlocal">debug.setlocal</A><BR>
<A HREF="manual.html#pdf-debug.setmetatable">debug.setmetatable</A><BR>
<A HREF="manual.html#pdf-debug.setupvalue">debug.setupvalue</A><BR>
<A HREF="manual.html#pdf-debug.traceback">debug.traceback</A><BR>
</TD>
<TD>
<H3>&nbsp;</H3>
<A HREF="manual.html#pdf-file:close">file:close</A><BR>
<A HREF="manual.html#pdf-file:flush">file:flush</A><BR>
<A HREF="manual.html#pdf-file:lines">file:lines</A><BR>
<A HREF="manual.html#pdf-file:read">file:read</A><BR>
<A HREF="manual.html#pdf-file:seek">file:seek</A><BR>
<A HREF="manual.html#pdf-file:setvbuf">file:setvbuf</A><BR>
<A HREF="manual.html#pdf-file:write">file:write</A><BR>
<P>
<A HREF="manual.html#pdf-io.close">io.close</A><BR>
<A HREF="manual.html#pdf-io.flush">io.flush</A><BR>
<A HREF="manual.html#pdf-io.input">io.input</A><BR>
<A HREF="manual.html#pdf-io.lines">io.lines</A><BR>
<A HREF="manual.html#pdf-io.open">io.open</A><BR>
<A HREF="manual.html#pdf-io.output">io.output</A><BR>
<A HREF="manual.html#pdf-io.popen">io.popen</A><BR>
<A HREF="manual.html#pdf-io.read">io.read</A><BR>
<A HREF="manual.html#pdf-io.stderr">io.stderr</A><BR>
<A HREF="manual.html#pdf-io.stdin">io.stdin</A><BR>
<A HREF="manual.html#pdf-io.stdout">io.stdout</A><BR>
<A HREF="manual.html#pdf-io.tmpfile">io.tmpfile</A><BR>
<A HREF="manual.html#pdf-io.type">io.type</A><BR>
<A HREF="manual.html#pdf-io.write">io.write</A><BR>
<P>
<A HREF="manual.html#pdf-math.abs">math.abs</A><BR>
<A HREF="manual.html#pdf-math.acos">math.acos</A><BR>
<A HREF="manual.html#pdf-math.asin">math.asin</A><BR>
<A HREF="manual.html#pdf-math.atan">math.atan</A><BR>
<A HREF="manual.html#pdf-math.atan2">math.atan2</A><BR>
<A HREF="manual.html#pdf-math.ceil">math.ceil</A><BR>
<A HREF="manual.html#pdf-math.cos">math.cos</A><BR>
<A HREF="manual.html#pdf-math.cosh">math.cosh</A><BR>
<A HREF="manual.html#pdf-math.deg">math.deg</A><BR>
<A HREF="manual.html#pdf-math.exp">math.exp</A><BR>
<A HREF="manual.html#pdf-math.floor">math.floor</A><BR>
<A HREF="manual.html#pdf-math.fmod">math.fmod</A><BR>
<A HREF="manual.html#pdf-math.frexp">math.frexp</A><BR>
<A HREF="manual.html#pdf-math.huge">math.huge</A><BR>
<A HREF="manual.html#pdf-math.ldexp">math.ldexp</A><BR>
<A HREF="manual.html#pdf-math.log">math.log</A><BR>
<A HREF="manual.html#pdf-math.log10">math.log10</A><BR>
<A HREF="manual.html#pdf-math.max">math.max</A><BR>
<A HREF="manual.html#pdf-math.min">math.min</A><BR>
<A HREF="manual.html#pdf-math.modf">math.modf</A><BR>
<A HREF="manual.html#pdf-math.pi">math.pi</A><BR>
<A HREF="manual.html#pdf-math.pow">math.pow</A><BR>
<A HREF="manual.html#pdf-math.rad">math.rad</A><BR>
<A HREF="manual.html#pdf-math.random">math.random</A><BR>
<A HREF="manual.html#pdf-math.randomseed">math.randomseed</A><BR>
<A HREF="manual.html#pdf-math.sin">math.sin</A><BR>
<A HREF="manual.html#pdf-math.sinh">math.sinh</A><BR>
<A HREF="manual.html#pdf-math.sqrt">math.sqrt</A><BR>
<A HREF="manual.html#pdf-math.tan">math.tan</A><BR>
<A HREF="manual.html#pdf-math.tanh">math.tanh</A><BR>
<P>
<A HREF="manual.html#pdf-os.clock">os.clock</A><BR>
<A HREF="manual.html#pdf-os.date">os.date</A><BR>
<A HREF="manual.html#pdf-os.difftime">os.difftime</A><BR>
<A HREF="manual.html#pdf-os.execute">os.execute</A><BR>
<A HREF="manual.html#pdf-os.exit">os.exit</A><BR>
<A HREF="manual.html#pdf-os.getenv">os.getenv</A><BR>
<A HREF="manual.html#pdf-os.remove">os.remove</A><BR>
<A HREF="manual.html#pdf-os.rename">os.rename</A><BR>
<A HREF="manual.html#pdf-os.setlocale">os.setlocale</A><BR>
<A HREF="manual.html#pdf-os.time">os.time</A><BR>
<A HREF="manual.html#pdf-os.tmpname">os.tmpname</A><BR>
<P>
<A HREF="manual.html#pdf-package.cpath">package.cpath</A><BR>
<A HREF="manual.html#pdf-package.loaded">package.loaded</A><BR>
<A HREF="manual.html#pdf-package.loaders">package.loaders</A><BR>
<A HREF="manual.html#pdf-package.loadlib">package.loadlib</A><BR>
<A HREF="manual.html#pdf-package.path">package.path</A><BR>
<A HREF="manual.html#pdf-package.preload">package.preload</A><BR>
<A HREF="manual.html#pdf-package.seeall">package.seeall</A><BR>
<P>
<A HREF="manual.html#pdf-string.byte">string.byte</A><BR>
<A HREF="manual.html#pdf-string.char">string.char</A><BR>
<A HREF="manual.html#pdf-string.dump">string.dump</A><BR>
<A HREF="manual.html#pdf-string.find">string.find</A><BR>
<A HREF="manual.html#pdf-string.format">string.format</A><BR>
<A HREF="manual.html#pdf-string.gmatch">string.gmatch</A><BR>
<A HREF="manual.html#pdf-string.gsub">string.gsub</A><BR>
<A HREF="manual.html#pdf-string.len">string.len</A><BR>
<A HREF="manual.html#pdf-string.lower">string.lower</A><BR>
<A HREF="manual.html#pdf-string.match">string.match</A><BR>
<A HREF="manual.html#pdf-string.rep">string.rep</A><BR>
<A HREF="manual.html#pdf-string.reverse">string.reverse</A><BR>
<A HREF="manual.html#pdf-string.sub">string.sub</A><BR>
<A HREF="manual.html#pdf-string.upper">string.upper</A><BR>
<P>
<A HREF="manual.html#pdf-table.concat">table.concat</A><BR>
<A HREF="manual.html#pdf-table.insert">table.insert</A><BR>
<A HREF="manual.html#pdf-table.maxn">table.maxn</A><BR>
<A HREF="manual.html#pdf-table.remove">table.remove</A><BR>
<A HREF="manual.html#pdf-table.sort">table.sort</A><BR>
</TD>
<TD>
<H3>C API</H3>
<A HREF="manual.html#lua_Alloc">lua_Alloc</A><BR>
<A HREF="manual.html#lua_CFunction">lua_CFunction</A><BR>
<A HREF="manual.html#lua_Debug">lua_Debug</A><BR>
<A HREF="manual.html#lua_Hook">lua_Hook</A><BR>
<A HREF="manual.html#lua_Integer">lua_Integer</A><BR>
<A HREF="manual.html#lua_Number">lua_Number</A><BR>
<A HREF="manual.html#lua_Reader">lua_Reader</A><BR>
<A HREF="manual.html#lua_State">lua_State</A><BR>
<A HREF="manual.html#lua_Writer">lua_Writer</A><BR>
<P>
<A HREF="manual.html#lua_atpanic">lua_atpanic</A><BR>
<A HREF="manual.html#lua_call">lua_call</A><BR>
<A HREF="manual.html#lua_checkstack">lua_checkstack</A><BR>
<A HREF="manual.html#lua_close">lua_close</A><BR>
<A HREF="manual.html#lua_concat">lua_concat</A><BR>
<A HREF="manual.html#lua_cpcall">lua_cpcall</A><BR>
<A HREF="manual.html#lua_createtable">lua_createtable</A><BR>
<A HREF="manual.html#lua_dump">lua_dump</A><BR>
<A HREF="manual.html#lua_equal">lua_equal</A><BR>
<A HREF="manual.html#lua_error">lua_error</A><BR>
<A HREF="manual.html#lua_gc">lua_gc</A><BR>
<A HREF="manual.html#lua_getallocf">lua_getallocf</A><BR>
<A HREF="manual.html#lua_getfenv">lua_getfenv</A><BR>
<A HREF="manual.html#lua_getfield">lua_getfield</A><BR>
<A HREF="manual.html#lua_getglobal">lua_getglobal</A><BR>
<A HREF="manual.html#lua_gethook">lua_gethook</A><BR>
<A HREF="manual.html#lua_gethookcount">lua_gethookcount</A><BR>
<A HREF="manual.html#lua_gethookmask">lua_gethookmask</A><BR>
<A HREF="manual.html#lua_getinfo">lua_getinfo</A><BR>
<A HREF="manual.html#lua_getlocal">lua_getlocal</A><BR>
<A HREF="manual.html#lua_getmetatable">lua_getmetatable</A><BR>
<A HREF="manual.html#lua_getstack">lua_getstack</A><BR>
<A HREF="manual.html#lua_gettable">lua_gettable</A><BR>
<A HREF="manual.html#lua_gettop">lua_gettop</A><BR>
<A HREF="manual.html#lua_getupvalue">lua_getupvalue</A><BR>
<A HREF="manual.html#lua_insert">lua_insert</A><BR>
<A HREF="manual.html#lua_isboolean">lua_isboolean</A><BR>
<A HREF="manual.html#lua_iscfunction">lua_iscfunction</A><BR>
<A HREF="manual.html#lua_isfunction">lua_isfunction</A><BR>
<A HREF="manual.html#lua_islightuserdata">lua_islightuserdata</A><BR>
<A HREF="manual.html#lua_isnil">lua_isnil</A><BR>
<A HREF="manual.html#lua_isnone">lua_isnone</A><BR>
<A HREF="manual.html#lua_isnoneornil">lua_isnoneornil</A><BR>
<A HREF="manual.html#lua_isnumber">lua_isnumber</A><BR>
<A HREF="manual.html#lua_isstring">lua_isstring</A><BR>
<A HREF="manual.html#lua_istable">lua_istable</A><BR>
<A HREF="manual.html#lua_isthread">lua_isthread</A><BR>
<A HREF="manual.html#lua_isuserdata">lua_isuserdata</A><BR>
<A HREF="manual.html#lua_lessthan">lua_lessthan</A><BR>
<A HREF="manual.html#lua_load">lua_load</A><BR>
<A HREF="manual.html#lua_newstate">lua_newstate</A><BR>
<A HREF="manual.html#lua_newtable">lua_newtable</A><BR>
<A HREF="manual.html#lua_newthread">lua_newthread</A><BR>
<A HREF="manual.html#lua_newuserdata">lua_newuserdata</A><BR>
<A HREF="manual.html#lua_next">lua_next</A><BR>
<A HREF="manual.html#lua_objlen">lua_objlen</A><BR>
<A HREF="manual.html#lua_pcall">lua_pcall</A><BR>
<A HREF="manual.html#lua_pop">lua_pop</A><BR>
<A HREF="manual.html#lua_pushboolean">lua_pushboolean</A><BR>
<A HREF="manual.html#lua_pushcclosure">lua_pushcclosure</A><BR>
<A HREF="manual.html#lua_pushcfunction">lua_pushcfunction</A><BR>
<A HREF="manual.html#lua_pushfstring">lua_pushfstring</A><BR>
<A HREF="manual.html#lua_pushinteger">lua_pushinteger</A><BR>
<A HREF="manual.html#lua_pushlightuserdata">lua_pushlightuserdata</A><BR>
<A HREF="manual.html#lua_pushliteral">lua_pushliteral</A><BR>
<A HREF="manual.html#lua_pushlstring">lua_pushlstring</A><BR>
<A HREF="manual.html#lua_pushnil">lua_pushnil</A><BR>
<A HREF="manual.html#lua_pushnumber">lua_pushnumber</A><BR>
<A HREF="manual.html#lua_pushstring">lua_pushstring</A><BR>
<A HREF="manual.html#lua_pushthread">lua_pushthread</A><BR>
<A HREF="manual.html#lua_pushvalue">lua_pushvalue</A><BR>
<A HREF="manual.html#lua_pushvfstring">lua_pushvfstring</A><BR>
<A HREF="manual.html#lua_rawequal">lua_rawequal</A><BR>
<A HREF="manual.html#lua_rawget">lua_rawget</A><BR>
<A HREF="manual.html#lua_rawgeti">lua_rawgeti</A><BR>
<A HREF="manual.html#lua_rawset">lua_rawset</A><BR>
<A HREF="manual.html#lua_rawseti">lua_rawseti</A><BR>
<A HREF="manual.html#lua_register">lua_register</A><BR>
<A HREF="manual.html#lua_remove">lua_remove</A><BR>
<A HREF="manual.html#lua_replace">lua_replace</A><BR>
<A HREF="manual.html#lua_resume">lua_resume</A><BR>
<A HREF="manual.html#lua_setallocf">lua_setallocf</A><BR>
<A HREF="manual.html#lua_setfenv">lua_setfenv</A><BR>
<A HREF="manual.html#lua_setfield">lua_setfield</A><BR>
<A HREF="manual.html#lua_setglobal">lua_setglobal</A><BR>
<A HREF="manual.html#lua_sethook">lua_sethook</A><BR>
<A HREF="manual.html#lua_setlocal">lua_setlocal</A><BR>
<A HREF="manual.html#lua_setmetatable">lua_setmetatable</A><BR>
<A HREF="manual.html#lua_settable">lua_settable</A><BR>
<A HREF="manual.html#lua_settop">lua_settop</A><BR>
<A HREF="manual.html#lua_setupvalue">lua_setupvalue</A><BR>
<A HREF="manual.html#lua_status">lua_status</A><BR>
<A HREF="manual.html#lua_toboolean">lua_toboolean</A><BR>
<A HREF="manual.html#lua_tocfunction">lua_tocfunction</A><BR>
<A HREF="manual.html#lua_tointeger">lua_tointeger</A><BR>
<A HREF="manual.html#lua_tolstring">lua_tolstring</A><BR>
<A HREF="manual.html#lua_tonumber">lua_tonumber</A><BR>
<A HREF="manual.html#lua_topointer">lua_topointer</A><BR>
<A HREF="manual.html#lua_tostring">lua_tostring</A><BR>
<A HREF="manual.html#lua_tothread">lua_tothread</A><BR>
<A HREF="manual.html#lua_touserdata">lua_touserdata</A><BR>
<A HREF="manual.html#lua_type">lua_type</A><BR>
<A HREF="manual.html#lua_typename">lua_typename</A><BR>
<A HREF="manual.html#lua_upvalueindex">lua_upvalueindex</A><BR>
<A HREF="manual.html#lua_xmove">lua_xmove</A><BR>
<A HREF="manual.html#lua_yield">lua_yield</A><BR>
</TD>
<TD>
<H3>auxiliary library</H3>
<A HREF="manual.html#luaL_Buffer">luaL_Buffer</A><BR>
<A HREF="manual.html#luaL_Reg">luaL_Reg</A><BR>
<P>
<A HREF="manual.html#luaL_addchar">luaL_addchar</A><BR>
<A HREF="manual.html#luaL_addlstring">luaL_addlstring</A><BR>
<A HREF="manual.html#luaL_addsize">luaL_addsize</A><BR>
<A HREF="manual.html#luaL_addstring">luaL_addstring</A><BR>
<A HREF="manual.html#luaL_addvalue">luaL_addvalue</A><BR>
<A HREF="manual.html#luaL_argcheck">luaL_argcheck</A><BR>
<A HREF="manual.html#luaL_argerror">luaL_argerror</A><BR>
<A HREF="manual.html#luaL_buffinit">luaL_buffinit</A><BR>
<A HREF="manual.html#luaL_callmeta">luaL_callmeta</A><BR>
<A HREF="manual.html#luaL_checkany">luaL_checkany</A><BR>
<A HREF="manual.html#luaL_checkint">luaL_checkint</A><BR>
<A HREF="manual.html#luaL_checkinteger">luaL_checkinteger</A><BR>
<A HREF="manual.html#luaL_checklong">luaL_checklong</A><BR>
<A HREF="manual.html#luaL_checklstring">luaL_checklstring</A><BR>
<A HREF="manual.html#luaL_checknumber">luaL_checknumber</A><BR>
<A HREF="manual.html#luaL_checkoption">luaL_checkoption</A><BR>
<A HREF="manual.html#luaL_checkstack">luaL_checkstack</A><BR>
<A HREF="manual.html#luaL_checkstring">luaL_checkstring</A><BR>
<A HREF="manual.html#luaL_checktype">luaL_checktype</A><BR>
<A HREF="manual.html#luaL_checkudata">luaL_checkudata</A><BR>
<A HREF="manual.html#luaL_dofile">luaL_dofile</A><BR>
<A HREF="manual.html#luaL_dostring">luaL_dostring</A><BR>
<A HREF="manual.html#luaL_error">luaL_error</A><BR>
<A HREF="manual.html#luaL_getmetafield">luaL_getmetafield</A><BR>
<A HREF="manual.html#luaL_getmetatable">luaL_getmetatable</A><BR>
<A HREF="manual.html#luaL_gsub">luaL_gsub</A><BR>
<A HREF="manual.html#luaL_loadbuffer">luaL_loadbuffer</A><BR>
<A HREF="manual.html#luaL_loadfile">luaL_loadfile</A><BR>
<A HREF="manual.html#luaL_loadstring">luaL_loadstring</A><BR>
<A HREF="manual.html#luaL_newmetatable">luaL_newmetatable</A><BR>
<A HREF="manual.html#luaL_newstate">luaL_newstate</A><BR>
<A HREF="manual.html#luaL_openlibs">luaL_openlibs</A><BR>
<A HREF="manual.html#luaL_optint">luaL_optint</A><BR>
<A HREF="manual.html#luaL_optinteger">luaL_optinteger</A><BR>
<A HREF="manual.html#luaL_optlong">luaL_optlong</A><BR>
<A HREF="manual.html#luaL_optlstring">luaL_optlstring</A><BR>
<A HREF="manual.html#luaL_optnumber">luaL_optnumber</A><BR>
<A HREF="manual.html#luaL_optstring">luaL_optstring</A><BR>
<A HREF="manual.html#luaL_prepbuffer">luaL_prepbuffer</A><BR>
<A HREF="manual.html#luaL_pushresult">luaL_pushresult</A><BR>
<A HREF="manual.html#luaL_ref">luaL_ref</A><BR>
<A HREF="manual.html#luaL_register">luaL_register</A><BR>
<A HREF="manual.html#luaL_typename">luaL_typename</A><BR>
<A HREF="manual.html#luaL_typerror">luaL_typerror</A><BR>
<A HREF="manual.html#luaL_unref">luaL_unref</A><BR>
<A HREF="manual.html#luaL_where">luaL_where</A><BR>
</TD>
</TR>
</TABLE>
<P>
<HR>
<SMALL CLASS="footer">
Last update:
Mon Feb 13 18:53:32 BRST 2012
</SMALL>
<!--
Last change: revised for Lua 5.1.5
-->
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</HTML>

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.\" $Id: lua.man,v 1.11 2006/01/06 16:03:34 lhf Exp $
.TH LUA 1 "$Date: 2006/01/06 16:03:34 $"
.SH NAME
lua \- Lua interpreter
.SH SYNOPSIS
.B lua
[
.I options
]
[
.I script
[
.I args
]
]
.SH DESCRIPTION
.B lua
is the stand-alone Lua interpreter.
It loads and executes Lua programs,
either in textual source form or
in precompiled binary form.
(Precompiled binaries are output by
.BR luac ,
the Lua compiler.)
.B lua
can be used as a batch interpreter and also interactively.
.LP
The given
.I options
(see below)
are executed and then
the Lua program in file
.I script
is loaded and executed.
The given
.I args
are available to
.I script
as strings in a global table named
.BR arg .
If these arguments contain spaces or other characters special to the shell,
then they should be quoted
(but note that the quotes will be removed by the shell).
The arguments in
.B arg
start at 0,
which contains the string
.RI ' script '.
The index of the last argument is stored in
.BR arg.n .
The arguments given in the command line before
.IR script ,
including the name of the interpreter,
are available in negative indices in
.BR arg .
.LP
At the very start,
before even handling the command line,
.B lua
executes the contents of the environment variable
.BR LUA_INIT ,
if it is defined.
If the value of
.B LUA_INIT
is of the form
.RI '@ filename ',
then
.I filename
is executed.
Otherwise, the string is assumed to be a Lua statement and is executed.
.LP
Options start with
.B '\-'
and are described below.
You can use
.B "'\--'"
to signal the end of options.
.LP
If no arguments are given,
then
.B "\-v \-i"
is assumed when the standard input is a terminal;
otherwise,
.B "\-"
is assumed.
.LP
In interactive mode,
.B lua
prompts the user,
reads lines from the standard input,
and executes them as they are read.
If a line does not contain a complete statement,
then a secondary prompt is displayed and
lines are read until a complete statement is formed or
a syntax error is found.
So, one way to interrupt the reading of an incomplete statement is
to force a syntax error:
adding a
.B ';'
in the middle of a statement is a sure way of forcing a syntax error
(except inside multiline strings and comments; these must be closed explicitly).
If a line starts with
.BR '=' ,
then
.B lua
displays the values of all the expressions in the remainder of the
line. The expressions must be separated by commas.
The primary prompt is the value of the global variable
.BR _PROMPT ,
if this value is a string;
otherwise, the default prompt is used.
Similarly, the secondary prompt is the value of the global variable
.BR _PROMPT2 .
So,
to change the prompts,
set the corresponding variable to a string of your choice.
You can do that after calling the interpreter
or on the command line
(but in this case you have to be careful with quotes
if the prompt string contains a space; otherwise you may confuse the shell.)
The default prompts are "> " and ">> ".
.SH OPTIONS
.TP
.B \-
load and execute the standard input as a file,
that is,
not interactively,
even when the standard input is a terminal.
.TP
.BI \-e " stat"
execute statement
.IR stat .
You need to quote
.I stat
if it contains spaces, quotes,
or other characters special to the shell.
.TP
.B \-i
enter interactive mode after
.I script
is executed.
.TP
.BI \-l " name"
call
.BI require(' name ')
before executing
.IR script .
Typically used to load libraries.
.TP
.B \-v
show version information.
.SH "SEE ALSO"
.BR luac (1)
.br
http://www.lua.org/
.SH DIAGNOSTICS
Error messages should be self explanatory.
.SH AUTHORS
R. Ierusalimschy,
L. H. de Figueiredo,
and
W. Celes
.\" EOF

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body {
color: #000000 ;
background-color: #FFFFFF ;
font-family: Helvetica, Arial, sans-serif ;
text-align: justify ;
margin-right: 30px ;
margin-left: 30px ;
}
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font-family: Verdana, Geneva, sans-serif ;
font-weight: normal ;
font-style: italic ;
}
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padding-top: 0.4em ;
padding-bottom: 0.4em ;
padding-left: 30px ;
padding-right: 30px ;
margin-left: -30px ;
background-color: #E0E0FF ;
}
h3 {
padding-left: 0.5em ;
border-left: solid #E0E0FF 1em ;
}
table h3 {
padding-left: 0px ;
border-left: none ;
}
a:link {
color: #000080 ;
background-color: inherit ;
text-decoration: none ;
}
a:visited {
background-color: inherit ;
text-decoration: none ;
}
a:link:hover, a:visited:hover {
color: #000080 ;
background-color: #E0E0FF ;
}
a:link:active, a:visited:active {
color: #FF0000 ;
}
hr {
border: 0 ;
height: 1px ;
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background-color: #a0a0a0 ;
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background-color: #F8F8F8 ;
padding: 8px ;
border: solid #a0a0a0 2px ;
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color: gray ;
font-size: small ;
}
input[type=text] {
border: solid #a0a0a0 2px ;
border-radius: 2em ;
-moz-border-radius: 2em ;
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height: 2em ;
}

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<!-- $Id: lua.man,v 1.11 2006/01/06 16:03:34 lhf Exp $ -->
<HTML>
<HEAD>
<TITLE>LUA man page</TITLE>
<LINK REL="stylesheet" TYPE="text/css" HREF="lua.css">
</HEAD>
<BODY BGCOLOR="#FFFFFF">
<H2>NAME</H2>
lua - Lua interpreter
<H2>SYNOPSIS</H2>
<B>lua</B>
[
<I>options</I>
]
[
<I>script</I>
[
<I>args</I>
]
]
<H2>DESCRIPTION</H2>
<B>lua</B>
is the stand-alone Lua interpreter.
It loads and executes Lua programs,
either in textual source form or
in precompiled binary form.
(Precompiled binaries are output by
<B>luac</B>,
the Lua compiler.)
<B>lua</B>
can be used as a batch interpreter and also interactively.
<P>
The given
<I>options</I>
(see below)
are executed and then
the Lua program in file
<I>script</I>
is loaded and executed.
The given
<I>args</I>
are available to
<I>script</I>
as strings in a global table named
<B>arg</B>.
If these arguments contain spaces or other characters special to the shell,
then they should be quoted
(but note that the quotes will be removed by the shell).
The arguments in
<B>arg</B>
start at 0,
which contains the string
'<I>script</I>'.
The index of the last argument is stored in
<B>arg.n</B>.
The arguments given in the command line before
<I>script</I>,
including the name of the interpreter,
are available in negative indices in
<B>arg</B>.
<P>
At the very start,
before even handling the command line,
<B>lua</B>
executes the contents of the environment variable
<B>LUA_INIT</B>,
if it is defined.
If the value of
<B>LUA_INIT</B>
is of the form
'@<I>filename</I>',
then
<I>filename</I>
is executed.
Otherwise, the string is assumed to be a Lua statement and is executed.
<P>
Options start with
<B>'-'</B>
and are described below.
You can use
<B>'--'</B>
to signal the end of options.
<P>
If no arguments are given,
then
<B>"-v -i"</B>
is assumed when the standard input is a terminal;
otherwise,
<B>"-"</B>
is assumed.
<P>
In interactive mode,
<B>lua</B>
prompts the user,
reads lines from the standard input,
and executes them as they are read.
If a line does not contain a complete statement,
then a secondary prompt is displayed and
lines are read until a complete statement is formed or
a syntax error is found.
So, one way to interrupt the reading of an incomplete statement is
to force a syntax error:
adding a
<B>';'</B>
in the middle of a statement is a sure way of forcing a syntax error
(except inside multiline strings and comments; these must be closed explicitly).
If a line starts with
<B>'='</B>,
then
<B>lua</B>
displays the values of all the expressions in the remainder of the
line. The expressions must be separated by commas.
The primary prompt is the value of the global variable
<B>_PROMPT</B>,
if this value is a string;
otherwise, the default prompt is used.
Similarly, the secondary prompt is the value of the global variable
<B>_PROMPT2</B>.
So,
to change the prompts,
set the corresponding variable to a string of your choice.
You can do that after calling the interpreter
or on the command line
(but in this case you have to be careful with quotes
if the prompt string contains a space; otherwise you may confuse the shell.)
The default prompts are "&gt; " and "&gt;&gt; ".
<H2>OPTIONS</H2>
<P>
<B>-</B>
load and execute the standard input as a file,
that is,
not interactively,
even when the standard input is a terminal.
<P>
<B>-e </B><I>stat</I>
execute statement
<I>stat</I>.
You need to quote
<I>stat </I>
if it contains spaces, quotes,
or other characters special to the shell.
<P>
<B>-i</B>
enter interactive mode after
<I>script</I>
is executed.
<P>
<B>-l </B><I>name</I>
call
<B>require</B>('<I>name</I>')
before executing
<I>script</I>.
Typically used to load libraries.
<P>
<B>-v</B>
show version information.
<H2>SEE ALSO</H2>
<B>luac</B>(1)
<BR>
<A HREF="http://www.lua.org/">http://www.lua.org/</A>
<H2>DIAGNOSTICS</H2>
Error messages should be self explanatory.
<H2>AUTHORS</H2>
R. Ierusalimschy,
L. H. de Figueiredo,
and
W. Celes
<!-- EOF -->
</BODY>
</HTML>

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@ -1,136 +0,0 @@
.\" $Id: luac.man,v 1.28 2006/01/06 16:03:34 lhf Exp $
.TH LUAC 1 "$Date: 2006/01/06 16:03:34 $"
.SH NAME
luac \- Lua compiler
.SH SYNOPSIS
.B luac
[
.I options
] [
.I filenames
]
.SH DESCRIPTION
.B luac
is the Lua compiler.
It translates programs written in the Lua programming language
into binary files that can be later loaded and executed.
.LP
The main advantages of precompiling chunks are:
faster loading,
protecting source code from accidental user changes,
and
off-line syntax checking.
.LP
Pre-compiling does not imply faster execution
because in Lua chunks are always compiled into bytecodes before being executed.
.B luac
simply allows those bytecodes to be saved in a file for later execution.
.LP
Pre-compiled chunks are not necessarily smaller than the corresponding source.
The main goal in pre-compiling is faster loading.
.LP
The binary files created by
.B luac
are portable only among architectures with the same word size and byte order.
.LP
.B luac
produces a single output file containing the bytecodes
for all source files given.
By default,
the output file is named
.BR luac.out ,
but you can change this with the
.B \-o
option.
.LP
In the command line,
you can mix
text files containing Lua source and
binary files containing precompiled chunks.
This is useful to combine several precompiled chunks,
even from different (but compatible) platforms,
into a single precompiled chunk.
.LP
You can use
.B "'\-'"
to indicate the standard input as a source file
and
.B "'\--'"
to signal the end of options
(that is,
all remaining arguments will be treated as files even if they start with
.BR "'\-'" ).
.LP
The internal format of the binary files produced by
.B luac
is likely to change when a new version of Lua is released.
So,
save the source files of all Lua programs that you precompile.
.LP
.SH OPTIONS
Options must be separate.
.TP
.B \-l
produce a listing of the compiled bytecode for Lua's virtual machine.
Listing bytecodes is useful to learn about Lua's virtual machine.
If no files are given, then
.B luac
loads
.B luac.out
and lists its contents.
.TP
.BI \-o " file"
output to
.IR file ,
instead of the default
.BR luac.out .
(You can use
.B "'\-'"
for standard output,
but not on platforms that open standard output in text mode.)
The output file may be a source file because
all files are loaded before the output file is written.
Be careful not to overwrite precious files.
.TP
.B \-p
load files but do not generate any output file.
Used mainly for syntax checking and for testing precompiled chunks:
corrupted files will probably generate errors when loaded.
Lua always performs a thorough integrity test on precompiled chunks.
Bytecode that passes this test is completely safe,
in the sense that it will not break the interpreter.
However,
there is no guarantee that such code does anything sensible.
(None can be given, because the halting problem is unsolvable.)
If no files are given, then
.B luac
loads
.B luac.out
and tests its contents.
No messages are displayed if the file passes the integrity test.
.TP
.B \-s
strip debug information before writing the output file.
This saves some space in very large chunks,
but if errors occur when running a stripped chunk,
then the error messages may not contain the full information they usually do.
For instance,
line numbers and names of local variables are lost.
.TP
.B \-v
show version information.
.SH FILES
.TP 15
.B luac.out
default output file
.SH "SEE ALSO"
.BR lua (1)
.br
http://www.lua.org/
.SH DIAGNOSTICS
Error messages should be self explanatory.
.SH AUTHORS
L. H. de Figueiredo,
R. Ierusalimschy and
W. Celes
.\" EOF

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@ -1,145 +0,0 @@
<!-- $Id: luac.man,v 1.28 2006/01/06 16:03:34 lhf Exp $ -->
<HTML>
<HEAD>
<TITLE>LUAC man page</TITLE>
<LINK REL="stylesheet" TYPE="text/css" HREF="lua.css">
</HEAD>
<BODY BGCOLOR="#FFFFFF">
<H2>NAME</H2>
luac - Lua compiler
<H2>SYNOPSIS</H2>
<B>luac</B>
[
<I>options</I>
] [
<I>filenames</I>
]
<H2>DESCRIPTION</H2>
<B>luac</B>
is the Lua compiler.
It translates programs written in the Lua programming language
into binary files that can be later loaded and executed.
<P>
The main advantages of precompiling chunks are:
faster loading,
protecting source code from accidental user changes,
and
off-line syntax checking.
<P>
Precompiling does not imply faster execution
because in Lua chunks are always compiled into bytecodes before being executed.
<B>luac</B>
simply allows those bytecodes to be saved in a file for later execution.
<P>
Precompiled chunks are not necessarily smaller than the corresponding source.
The main goal in precompiling is faster loading.
<P>
The binary files created by
<B>luac</B>
are portable only among architectures with the same word size and byte order.
<P>
<B>luac</B>
produces a single output file containing the bytecodes
for all source files given.
By default,
the output file is named
<B>luac.out</B>,
but you can change this with the
<B>-o</B>
option.
<P>
In the command line,
you can mix
text files containing Lua source and
binary files containing precompiled chunks.
This is useful because several precompiled chunks,
even from different (but compatible) platforms,
can be combined into a single precompiled chunk.
<P>
You can use
<B>'-'</B>
to indicate the standard input as a source file
and
<B>'--'</B>
to signal the end of options
(that is,
all remaining arguments will be treated as files even if they start with
<B>'-'</B>).
<P>
The internal format of the binary files produced by
<B>luac</B>
is likely to change when a new version of Lua is released.
So,
save the source files of all Lua programs that you precompile.
<P>
<H2>OPTIONS</H2>
Options must be separate.
<P>
<B>-l</B>
produce a listing of the compiled bytecode for Lua's virtual machine.
Listing bytecodes is useful to learn about Lua's virtual machine.
If no files are given, then
<B>luac</B>
loads
<B>luac.out</B>
and lists its contents.
<P>
<B>-o </B><I>file</I>
output to
<I>file</I>,
instead of the default
<B>luac.out</B>.
(You can use
<B>'-'</B>
for standard output,
but not on platforms that open standard output in text mode.)
The output file may be a source file because
all files are loaded before the output file is written.
Be careful not to overwrite precious files.
<P>
<B>-p</B>
load files but do not generate any output file.
Used mainly for syntax checking and for testing precompiled chunks:
corrupted files will probably generate errors when loaded.
Lua always performs a thorough integrity test on precompiled chunks.
Bytecode that passes this test is completely safe,
in the sense that it will not break the interpreter.
However,
there is no guarantee that such code does anything sensible.
(None can be given, because the halting problem is unsolvable.)
If no files are given, then
<B>luac</B>
loads
<B>luac.out</B>
and tests its contents.
No messages are displayed if the file passes the integrity test.
<P>
<B>-s</B>
strip debug information before writing the output file.
This saves some space in very large chunks,
but if errors occur when running a stripped chunk,
then the error messages may not contain the full information they usually do.
For instance,
line numbers and names of local variables are lost.
<P>
<B>-v</B>
show version information.
<H2>FILES</H2>
<P>
<B>luac.out</B>
default output file
<H2>SEE ALSO</H2>
<B>lua</B>(1)
<BR>
<A HREF="http://www.lua.org/">http://www.lua.org/</A>
<H2>DIAGNOSTICS</H2>
Error messages should be self explanatory.
<H2>AUTHORS</H2>
L. H. de Figueiredo,
R. Ierusalimschy and
W. Celes
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<HTML>
<HEAD>
<TITLE>Lua documentation</TITLE>
<LINK REL="stylesheet" TYPE="text/css" HREF="lua.css">
</HEAD>
<BODY>
<HR>
<H1>
<A HREF="http://www.lua.org/"><IMG SRC="logo.gif" ALT="Lua" BORDER=0></A>
Documentation
</H1>
This is the documentation included in the source distribution of Lua 5.1.5.
<UL>
<LI><A HREF="contents.html">Reference manual</A>
<LI><A HREF="lua.html">lua man page</A>
<LI><A HREF="luac.html">luac man page</A>
<LI><A HREF="../README">lua/README</A>
<LI><A HREF="../etc/README">lua/etc/README</A>
<LI><A HREF="../test/README">lua/test/README</A>
</UL>
Lua's
<A HREF="http://www.lua.org/">official web site</A>
contains updated documentation,
especially the
<A HREF="http://www.lua.org/manual/5.1/">reference manual</A>.
<P>
<HR>
<SMALL>
Last update:
Fri Feb 3 09:44:42 BRST 2012
</SMALL>
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