diff options
Diffstat (limited to 'src/server/shared')
| -rw-r--r-- | src/server/shared/DataStores/DBCStore.h | 115 | 
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  { | 
