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-rw-r--r--src/server/shared/DataStores/DBCStore.h115
1 files changed, 0 insertions, 115 deletions
diff --git a/src/server/shared/DataStores/DBCStore.h b/src/server/shared/DataStores/DBCStore.h
index 7c2cab1e36a..b93bbdaea12 100644
--- a/src/server/shared/DataStores/DBCStore.h
+++ b/src/server/shared/DataStores/DBCStore.h
@@ -25,121 +25,6 @@
#include "DatabaseWorkerPool.h"
#include "Implementation/WorldDatabase.h"
#include "DatabaseEnv.h"
-#include <G3D/Vector3.h>
-#include <G3D/AABox.h>
-
- // Structures for M4 file. Source: https://wowdev.wiki
-template<typename T>
-struct M2SplineKey
-{
- T p0;
- T p1;
- T p2;
-};
-
-struct M2Header
-{
- char Magic[4]; // "MD20"
- uint32 Version; // The version of the format.
- uint32 lName; // Length of the model's name including the trailing \0
- uint32 ofsName; // Offset to the name, it seems like models can get reloaded by this name.should be unique, i guess.
- uint32 GlobalModelFlags; // 0x0001: tilt x, 0x0002: tilt y, 0x0008: add 2 fields in header, 0x0020: load .phys data (MoP+), 0x0080: has _lod .skin files (MoP?+), 0x0100: is camera related.
- uint32 nGlobalSequences;
- uint32 ofsGlobalSequences; // A list of timestamps.
- uint32 nAnimations;
- uint32 ofsAnimations; // Information about the animations in the model.
- uint32 nAnimationLookup;
- uint32 ofsAnimationLookup; // Mapping of global IDs to the entries in the Animation sequences block.
- uint32 nBones; // MAX_BONES = 0x100
- uint32 ofsBones; // Information about the bones in this model.
- uint32 nKeyBoneLookup;
- uint32 ofsKeyBoneLookup; // Lookup table for key skeletal bones.
- uint32 nVertices;
- uint32 ofsVertices; // Vertices of the model.
- uint32 nViews; // Views (LOD) are now in .skins.
- uint32 nSubmeshAnimations;
- uint32 ofsSubmeshAnimations; // Submesh color and alpha animations definitions.
- uint32 nTextures;
- uint32 ofsTextures; // Textures of this model.
- uint32 nTransparency;
- uint32 ofsTransparency; // Transparency of textures.
- uint32 nUVAnimation;
- uint32 ofsUVAnimation;
- uint32 nTexReplace;
- uint32 ofsTexReplace; // Replaceable Textures.
- uint32 nRenderFlags;
- uint32 ofsRenderFlags; // Blending modes / render flags.
- uint32 nBoneLookupTable;
- uint32 ofsBoneLookupTable; // A bone lookup table.
- uint32 nTexLookup;
- uint32 ofsTexLookup; // The same for textures.
- uint32 nTexUnits; // possibly removed with cata?!
- uint32 ofsTexUnits; // And texture units. Somewhere they have to be too.
- uint32 nTransLookup;
- uint32 ofsTransLookup; // Everything needs its lookup. Here are the transparencies.
- uint32 nUVAnimLookup;
- uint32 ofsUVAnimLookup;
- G3D::AABox BoundingBox; // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
- float BoundingSphereRadius;
- G3D::AABox CollisionBox;
- float CollisionSphereRadius;
- uint32 nBoundingTriangles;
- uint32 ofsBoundingTriangles; // Our bounding volumes. Similar structure like in the old ofsViews.
- uint32 nBoundingVertices;
- uint32 ofsBoundingVertices;
- uint32 nBoundingNormals;
- uint32 ofsBoundingNormals;
- uint32 nAttachments;
- uint32 ofsAttachments; // Attachments are for weapons etc.
- uint32 nAttachLookup;
- uint32 ofsAttachLookup; // Of course with a lookup.
- uint32 nEvents;
- uint32 ofsEvents; // Used for playing sounds when dying and a lot else.
- uint32 nLights;
- uint32 ofsLights; // Lights are mainly used in loginscreens but in wands and some doodads too.
- uint32 nCameras; // Format of Cameras changed with version 271!
- uint32 ofsCameras; // The cameras are present in most models for having a model in the Character-Tab.
- uint32 nCameraLookup;
- uint32 ofsCameraLookup; // And lookup-time again.
- uint32 nRibbonEmitters;
- uint32 ofsRibbonEmitters; // Things swirling around. See the CoT-entrance for light-trails.
- uint32 nParticleEmitters;
- uint32 ofsParticleEmitters; // Spells and weapons, doodads and loginscreens use them. Blood dripping of a blade? Particles.
- uint32 nBlendMaps; // This has to deal with blending. Exists IFF (flags & 0x8) != 0. When set, textures blending is overriden by the associated array. See M2/WotLK#Blend_mode_overrides
- uint32 ofsBlendMaps; // Same as above. Points to an array of uint16 of nBlendMaps entries -- From WoD information.};
-};
-
-struct M2Array
-{
- uint32_t number;
- uint32 offset_elements;
-};
-struct M2Track
-{
- uint16_t interpolation_type;
- uint16_t global_sequence;
- M2Array timestamps;
- M2Array values;
-};
-
-struct M2Camera
-{
- uint32_t type; // 0: portrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table.
- float fov; // No radians, no degrees. Multiply by 35 to get degrees.
- float far_clip;
- float near_clip;
- M2Track positions; // How the camera's position moves. Should be 3*3 floats.
- G3D::Vector3 position_base;
- M2Track target_positions; // How the target moves. Should be 3*3 floats.
- G3D::Vector3 target_position_base;
- M2Track rolldata; // The camera can have some roll-effect. Its 0 to 2*Pi.
-};
-
-struct FlyByCamera
-{
- uint32 timeStamp;
- G3D::Vector4 locations;
-};
struct SqlDbc
{