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feat(Core/Maps): Improvements to Cinematic function (#10765)
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@@ -18,6 +18,23 @@
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#ifndef DBCENUMS_H
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#define DBCENUMS_H
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#pragma pack(push, 1)
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struct DBCPosition2D
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{
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float X;
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float Y;
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};
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struct DBCPosition3D
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{
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float X;
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float Y;
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float Z;
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};
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#pragma pack(pop)
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// Client expected level limitation, like as used in DBC item max levels for "until max player level"
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// use as default max player level, must be fit max level for used client
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// also see MAX_LEVEL and STRONG_MAX_LEVEL define
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@@ -21,124 +21,9 @@
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#include "Common.h"
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#include "DBCStorageIterator.h"
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#include "Errors.h"
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#include <G3D/AABox.h>
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#include <G3D/Vector3.h>
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#include <cstring>
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#include <vector>
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// Structures for M4 file. Source: https://wowdev.wiki
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template<typename T>
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struct M2SplineKey
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{
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T p0;
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T p1;
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T p2;
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};
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struct M2Header
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{
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char Magic[4]; // "MD20"
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uint32 Version; // The version of the format.
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uint32 lName; // Length of the model's name including the trailing \0
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uint32 ofsName; // Offset to the name, it seems like models can get reloaded by this name.should be unique, i guess.
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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.
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uint32 nGlobalSequences;
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uint32 ofsGlobalSequences; // A list of timestamps.
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uint32 nAnimations;
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uint32 ofsAnimations; // Information about the animations in the model.
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uint32 nAnimationLookup;
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uint32 ofsAnimationLookup; // Mapping of global IDs to the entries in the Animation sequences block.
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uint32 nBones; // MAX_BONES = 0x100
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uint32 ofsBones; // Information about the bones in this model.
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uint32 nKeyBoneLookup;
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uint32 ofsKeyBoneLookup; // Lookup table for key skeletal bones.
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uint32 nVertices;
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uint32 ofsVertices; // Vertices of the model.
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uint32 nViews; // Views (LOD) are now in .skins.
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uint32 nSubmeshAnimations;
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uint32 ofsSubmeshAnimations; // Submesh color and alpha animations definitions.
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uint32 nTextures;
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uint32 ofsTextures; // Textures of this model.
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uint32 nTransparency;
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uint32 ofsTransparency; // Transparency of textures.
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uint32 nUVAnimation;
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uint32 ofsUVAnimation;
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uint32 nTexReplace;
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uint32 ofsTexReplace; // Replaceable Textures.
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uint32 nRenderFlags;
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uint32 ofsRenderFlags; // Blending modes / render flags.
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uint32 nBoneLookupTable;
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uint32 ofsBoneLookupTable; // A bone lookup table.
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uint32 nTexLookup;
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uint32 ofsTexLookup; // The same for textures.
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uint32 nTexUnits; // possibly removed with cata?!
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uint32 ofsTexUnits; // And texture units. Somewhere they have to be too.
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uint32 nTransLookup;
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uint32 ofsTransLookup; // Everything needs its lookup. Here are the transparencies.
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uint32 nUVAnimLookup;
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uint32 ofsUVAnimLookup;
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G3D::AABox BoundingBox; // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
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float BoundingSphereRadius;
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G3D::AABox CollisionBox;
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float CollisionSphereRadius;
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uint32 nBoundingTriangles;
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uint32 ofsBoundingTriangles; // Our bounding volumes. Similar structure like in the old ofsViews.
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uint32 nBoundingVertices;
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uint32 ofsBoundingVertices;
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uint32 nBoundingNormals;
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uint32 ofsBoundingNormals;
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uint32 nAttachments;
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uint32 ofsAttachments; // Attachments are for weapons etc.
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uint32 nAttachLookup;
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uint32 ofsAttachLookup; // Of course with a lookup.
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uint32 nEvents;
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uint32 ofsEvents; // Used for playing sounds when dying and a lot else.
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uint32 nLights;
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uint32 ofsLights; // Lights are mainly used in loginscreens but in wands and some doodads too.
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uint32 nCameras; // Format of Cameras changed with version 271!
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uint32 ofsCameras; // The cameras are present in most models for having a model in the Character-Tab.
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uint32 nCameraLookup;
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uint32 ofsCameraLookup; // And lookup-time again.
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uint32 nRibbonEmitters;
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uint32 ofsRibbonEmitters; // Things swirling around. See the CoT-entrance for light-trails.
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uint32 nParticleEmitters;
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uint32 ofsParticleEmitters; // Spells and weapons, doodads and loginscreens use them. Blood dripping of a blade? Particles.
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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
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uint32 ofsBlendMaps; // Same as above. Points to an array of uint16 of nBlendMaps entries -- From WoD information.};
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};
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struct M2Array
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{
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uint32_t number;
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uint32 offset_elements;
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};
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struct M2Track
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{
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uint16_t interpolation_type;
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uint16_t global_sequence;
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M2Array timestamps;
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M2Array values;
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};
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struct M2Camera
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{
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uint32_t type; // 0: portrait, 1: characterinfo; -1: else (flyby etc.); referenced backwards in the lookup table.
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float fov; // No radians, no degrees. Multiply by 35 to get degrees.
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float far_clip;
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float near_clip;
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M2Track positions; // How the camera's position moves. Should be 3*3 floats.
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G3D::Vector3 position_base;
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M2Track target_positions; // How the target moves. Should be 3*3 floats.
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G3D::Vector3 target_position_base;
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M2Track rolldata; // The camera can have some roll-effect. Its 0 to 2*Pi.
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};
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struct FlyByCamera
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{
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uint32 timeStamp;
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G3D::Vector4 locations;
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};
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/// Interface class for common access
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class DBCStorageBase
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{
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@@ -692,13 +692,11 @@ struct ChrRacesEntry
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struct CinematicCameraEntry
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{
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uint32 id; // 0 index
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char const* filename; // 1
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uint32 soundid; // 2 in SoundEntries.dbc or 0
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float base_x; // 3
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float base_y; // 4
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float base_z; // 5
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float base_o; // 6
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uint32 ID; // 0
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char const* Model; // 1 Model filename (translate .mdx to .m2)
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uint32 SoundID; // 2 Sound ID (voiceover for cinematic)
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DBCPosition3D Origin; // 3-5 Position in map used for basis for M2 co-ordinates
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float OriginFacing; // 6 Orientation in map used for basis for M2 co-ordinates
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};
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struct CinematicSequencesEntry
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