Kelsidavis-WoWee/docs/status.md
Kelsi e29b67dad9 Update docs to reflect current project state
- Update README: date, Warden complete with Unicorn Engine, add trainers/nonbinary to features, add Unicorn Engine to deps
- Update status.md: date, mark quests/trainers/Warden as working, keep transports as in-progress
- Rewrite Warden docs (QUICK_REFERENCE and IMPLEMENTATION) to match actual implementation
- Remove dev-note docs (WARDEN_COMPLETE, WARDEN_MODULE_ARCHITECTURE) and stray .txt files
- Update ATTRIBUTION: add Unicorn Engine, miniaudio, AzerothCore
2026-02-17 15:05:18 -08:00

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# Project Status
**Last updated**: 2026-02-17
## What This Repo Is
Wowee is a native C++ World of Warcraft client experiment focused on connecting to real emulator servers (online/multiplayer) with a custom renderer and asset pipeline.
## Current Code State
Implemented (working in normal use):
- Auth flow: SRP6a auth + realm list + world connect with header encryption
- Rendering: terrain, WMO/M2 rendering, water, sky system, particles, minimap/world map, loading video playback
- Character system: creation (including nonbinary gender), selection, 3D preview with equipment, character screen
- Core gameplay: movement, targeting, combat, action bar, inventory/equipment, chat (tabs/channels, emotes, item links)
- Quests: quest markers (! and ?) on NPCs and minimap, quest log, accept/complete flow, turn-in
- Trainers: spell trainer UI, buy spells, known/available/unavailable states
- Vendors, loot, gossip dialogs
- Spellbook with class tabs, drag-drop to action bar, spell icons
- Warden anti-cheat: full module execution via Unicorn Engine x86 emulation; module caching
- Audio: ambient, movement, combat, spell, and UI sound systems
- Multi-expansion: Classic/Vanilla, TBC, WotLK, and Turtle WoW (1.17) protocol and asset variants
In progress / known gaps:
- Transports (ships, zeppelins, elevators): partial support, timing and edge cases still buggy
- 3D positional audio: not implemented (mono/stereo only)
- Visual edge cases: some M2/WMO rendering gaps (character shin mesh, some particle effects)
## Where To Look
- Entry point: `src/main.cpp`, `src/core/application.cpp`
- Networking/auth: `src/auth/`, `src/network/`, `src/game/game_handler.cpp`
- Rendering: `src/rendering/`
- Assets/extraction: `extract_assets.sh`, `tools/asset_extract/`, `src/pipeline/asset_manager.cpp`