DB/WorldMapOverlay: Difference between revisions

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==Header Info==
''Used to display the different zone overlays in blizzard's world map UI. Overlays are positionned in a rectangle whose coordinates are specified here in pixels (relative to the map pixel size). The bounding box uses the same coordinates (though not stored the same way) but is used for mouse-hovering instead of map drawing. The texture for the overlay is split in a varying number of textures. Each texture can not exceed the size of 256x256. Therefore you can deduce the number of textures used with width and height. Textures are found in the zone directory which itself resides in the "Interface\WorldMap" directory. To the base texture name you have to append an 1-based index corresponding to the subtexture you are looking for. (e.g. "Interface\WorldMap\Tirisfal\Monastery1.blp" Here the zone directory is "Tirisfal", the base texture name is "Monastery", with subtexture index of 1) The Zone (World Map Area) where the overlay is used can be found in field 2. The Area corresponding to the overaly is referenced in field 3 (no real idea about 4-5-6 for now), meaning you can find its localized name.''
-- Sourcepeek.Wiki


Records...................797
==1.12.1.5875==
  Fields.....................17
  struct WorldMapOverlayRec {
Record Size................68
  uint32_t m_ID;
  String Block Size.......10656
  uint32_t m_mapAreaID;
  uint32_t m_areaID[4];
  float location_x;
  float location_y;
  {{Template:Type|stringref}} m_textureName;
  uint32_t m_textureWidth;
  uint32_t m_textureHeight;
  uint32_t m_offsetX;
  uint32_t m_offsetY;
  uint32_t m_hitRectTop;
  uint32_t m_hitRectLeft;
  uint32_t m_hitRectBottom;
  uint32_t m_hitRectRight;
  };


==Structure==
==Structure==
  '''Column Field Type Notes'''  
  '''Column Field Type Notes'''  
  1 ID Integer
  1 ID Integer Internal overlay id, probably not used anywhere (?)
  2 iRefID_[[WorldMapArea.dbc|WorldMapArea]] Integer
  2 iRefID_[[WorldMapArea.dbc|mapAreaID]] Integer
  3 iRefID_[[AreaTable.dbc|AreaTable]] Integer
  3 iRefID_[[AreaTable.dbc|areaID]] Integer[4]  
4 iRefID_[[AreaTable.dbc|AreaTable]] Integer
  7 mapPointX Integer
5 iRefID_[[AreaTable.dbc|AreaTable]] Integer
  8 mapPointY Integer
  6 iRefID_[[AreaTable.dbc|AreaTable]] Integer
  9 textureName String
''7 Unknown NULL''
  10 textureWidth Integer
  ''8 Unknown NULL ''
  11 textureHeight Integer
  9 sRefCon String
  12 offsetX Integer
  10 Unknown Integer x1?
  13 offsetY Integer
  11 Unknown Integer y1?
  14 hitRectTop Integer
  12 Unknown Integer x2?
  15 hitRectLeft Integer
  13 Unknown Integer y2?
  16 hitRectBottom Integer
  14 Unknown Integer "
  17 hitRectRight Integer
  15 Unknown Integer "
  16 Unknown Integer "
  17 Unknown Integer " y4? 
 
Retrieved from "http://www.sourcepeek.com/wiki/WorldMapOverlay.dbc"


==6.0.1.18179==
struct WorldMapOverlayRec {
  uint32_t m_ID;
  uint32_t m_mapAreaID;
  uint32_t m_areaID[4];
  {{Template:Type|stringref}} m_textureName;
  uint32_t m_textureWidth;
  uint32_t m_textureHeight;
  uint32_t m_offsetX;
  uint32_t m_offsetY;
  uint32_t m_hitRectTop;
  uint32_t m_hitRectLeft;
  uint32_t m_hitRectBottom;
  uint32_t m_hitRectRight;
  uint32_t m_playerConditionID;
};
[[Category:DBC]]
[[Category:DBC]]
[[Category:DBC_WotLK]]
[[Category:DBC_WoD]]
[[Category:6.0.1.18179]]

Latest revision as of 22:25, 1 October 2017

Used to display the different zone overlays in blizzard's world map UI. Overlays are positionned in a rectangle whose coordinates are specified here in pixels (relative to the map pixel size). The bounding box uses the same coordinates (though not stored the same way) but is used for mouse-hovering instead of map drawing. The texture for the overlay is split in a varying number of textures. Each texture can not exceed the size of 256x256. Therefore you can deduce the number of textures used with width and height. Textures are found in the zone directory which itself resides in the "Interface\WorldMap" directory. To the base texture name you have to append an 1-based index corresponding to the subtexture you are looking for. (e.g. "Interface\WorldMap\Tirisfal\Monastery1.blp" Here the zone directory is "Tirisfal", the base texture name is "Monastery", with subtexture index of 1) The Zone (World Map Area) where the overlay is used can be found in field 2. The Area corresponding to the overaly is referenced in field 3 (no real idea about 4-5-6 for now), meaning you can find its localized name. -- Sourcepeek.Wiki

1.12.1.5875

struct WorldMapOverlayRec {
  uint32_t m_ID;
  uint32_t m_mapAreaID;
  uint32_t m_areaID[4];
  float location_x;
  float location_y;
  stringref m_textureName;
  uint32_t m_textureWidth;
  uint32_t m_textureHeight;
  uint32_t m_offsetX;
  uint32_t m_offsetY;
  uint32_t m_hitRectTop;
  uint32_t m_hitRectLeft;
  uint32_t m_hitRectBottom;
  uint32_t m_hitRectRight;
};

Structure

Column 	Field 			Type 		Notes 
1 	ID 			Integer 	Internal overlay id, probably not used anywhere (?) 	
2 	iRefID_mapAreaID 	Integer	
3 	iRefID_areaID		Integer[4] 
7 	mapPointX 		Integer
8 	mapPointY 		Integer 
9 	textureName 		String
10 	textureWidth 		Integer
11 	textureHeight 		Integer
12 	offsetX 		Integer
13 	offsetY 		Integer
14 	hitRectTop 		Integer
15 	hitRectLeft 		Integer
16 	hitRectBottom 		Integer
17 	hitRectRight 		Integer

6.0.1.18179

struct WorldMapOverlayRec {
  uint32_t m_ID;
  uint32_t m_mapAreaID;
  uint32_t m_areaID[4];
  stringref m_textureName;
  uint32_t m_textureWidth;
  uint32_t m_textureHeight;
  uint32_t m_offsetX;
  uint32_t m_offsetY;
  uint32_t m_hitRectTop;
  uint32_t m_hitRectLeft;
  uint32_t m_hitRectBottom;
  uint32_t m_hitRectRight;
  uint32_t m_playerConditionID;
};