Ejemplo n.º 1
0
    private static void ReadMAIN(Stream WDTstream, WDTflagsdata WDTflags)
    {
        string MAIN     = ReadFourCC(WDTstream);
        int    MAINsize = ReadLong(WDTstream);

        if (MAIN != "MAIN")
        {
            Debug.Log("Wrong Data Type : " + MAIN);
        }

        for (int x = 0; x < 64; x++)
        {
            for (int y = 0; y < 64; y++)
            {
                // 8 bytes //
                byte[] arrayOfBytes = new byte[4];
                WDTstream.Read(arrayOfBytes, 0, 4);
                BitArray flags = new BitArray(arrayOfBytes);

                // <flags>
                WDTflags.HasADT[x, y] = flags[0]; // flags 0 and 1 always alternate, when one is true other is false.
                bool Flag_AllWater = flags[1];
                bool Flag_Loaded   = flags[2];    // always false (only set during runtime?)
                // </flags>

                int asyncId = ReadLong(WDTstream);    // only set during runtime.
            }
        }
    }
Ejemplo n.º 2
0
    public static bool ParseWDT(uint FileDataId)
    {
        long streamPos = 0;

        CASC = GameObject.Find("[CASC]").GetComponent <CascHandler>().cascHandler;

        if (CASC.FileExists(FileDataId))
        {
            using (var stream = CASC.OpenFile(FileDataId))
                using (var reader = new BinaryReader(stream))
                {
                    WDTflagsdata WDTFlags = new WDTflagsdata();
                    while (streamPos < stream.Length)
                    {
                        stream.Position = streamPos;
                        WDTChunkId ChunkId   = (WDTChunkId)reader.ReadUInt32();
                        uint       ChunkSize = reader.ReadUInt32();

                        streamPos = stream.Position + ChunkSize;

                        switch (ChunkId)
                        {
                        case WDTChunkId.MVER:
                            ReadMVER(reader);
                            break;

                        case WDTChunkId.MPHD:
                            ReadMPHD(reader, WDTFlags);
                            break;

                        case WDTChunkId.MAIN:
                            ReadMAIN(reader, WDTFlags);
                            break;

                        case WDTChunkId.MAID:
                            ReadMAID(reader, FileDataId);
                            break;

                        default:
                            SkipUnknownChunk(stream, ChunkId, ChunkSize);
                            break;
                        }
                    }

                    if (!Flags.ContainsKey(FileDataId))
                    {
                        Flags.Add(FileDataId, WDTFlags);
                    }
                }
            return(true);
        }
        else
        {
            return(false);
        }
    }
Ejemplo n.º 3
0
    // WDT files specify exactly which map tiles are present in a world, if any, and can also reference a "global" WMO.
    // They have a chunked file structure.

    public static void Load(string Path, string MapName)
    {
        string       WDTpath   = Path + MapName + ".wdt";
        Stream       WDTstream = Casc.GetFileStream(WDTpath);
        WDTflagsdata WDTflags  = new WDTflagsdata();

        ReadMVER(WDTstream);
        ReadMPHD(WDTstream, MapName, WDTflags);
        ReadMAIN(WDTstream, WDTflags);

        // wmo only worlds specific chunk parsing here :

        Flags.Add(MapName, WDTflags);
        WDTstream.Close();
        WDTstream = null;
    }
Ejemplo n.º 4
0
    private static void ReadMPHD(Stream WDTstream, string mapname, WDTflagsdata WDTflags)
    {
        string MPHD     = ReadFourCC(WDTstream);
        int    MPHDsize = ReadLong(WDTstream);

        if (MPHD != "MPHD")
        {
            Debug.Log("Wrong Data Type : " + MPHD);
        }

        byte[] arrayOfBytes = new byte[4];
        WDTstream.Read(arrayOfBytes, 0, 4);
        BitArray flags = new BitArray(arrayOfBytes);

        // <flags>
        bool wdt_uses_global_map_obj = flags[0];               // Use global map object definition.
        bool adt_has_mccv            = flags[1];               // ≥ Wrath adds color: ADT.MCNK.MCCV. with this flag every ADT in the map _must_ have MCCV chunk at least with default values, else only base texture layer is rendered on such ADTs.

        WDTflags.adt_has_big_alpha = flags[2];                 // shader = 2. Decides whether to use _env terrain shaders or not: funky and if MCAL has 4096 instead of 2048(?)
        bool adt_has_doodadrefs_sorted_by_size_cat = flags[3]; // if enabled, the ADT's MCRF(m2 only)/MCRD chunks need to be sorted by size category
        bool adt_has_mclv = flags[4];                          // ≥ Cata adds second color: ADT.MCNK.MCLV
        bool adt_has_upside_down_ground = flags[5];            // ≥ Cata Flips the ground display upside down to create a ceiling
        bool unk_0x0040 = flags[6];                            // ≥ Mists ??? -- Only found on Firelands2.wdt (but only since MoP) before Legion

        WDTflags.adt_has_height_texturing = flags[7];          // ≥ Mists shader = 6. Decides whether to influence alpha maps by _h+MTXP: (without with)
        // also changes MCAL size to 4096 for uncompressed entries
        bool unk_0x0100 = flags[8];                            // ≥ Legion implicitly sets 0x8000
        bool unk_0x0200 = flags[9];
        bool unk_0x0400 = flags[10];
        bool unk_0x0800 = flags[11];
        bool unk_0x1000 = flags[12];
        bool unk_0x2000 = flags[13];
        bool unk_0x4000 = flags[14];
        bool unk_0x8000 = flags[15];                  // ≥ Legion implicitly set for map ids 0, 1, 571, 870, 1116 (continents). Affects the rendering of _lod.adt
        bool mask_vertex_buffer_format   = flags[16]; // = adt_has_mccv | adt_has_mclv,                    // CMap::LoadWdt
        bool mask_render_chunk_something = flags[17]; // = adt_has_height_texturing | adt_has_big_alpha,   // CMapArea::PrepareRenderChunk, CMapChunk::ProcessIffChunks
        // </flags>

        int something = ReadLong(WDTstream);

        //uint32 unused[6]; // 6x4bytes padding = skip
        WDTstream.Seek(24, SeekOrigin.Current);

        //Debug.Log("WDTflags.adt_has_big_alpha=" + WDTflags.adt_has_big_alpha + "WDTflags.adt_has_height_texturing=" + WDTflags.adt_has_height_texturing);
    }
Ejemplo n.º 5
0
    // WDT files specify exactly which map tiles are present in a world, if any, and can also reference a "global" WMO.
    // They have a chunked file structure.

    public static bool Load(string Path, string MapName)
    {
        string WDTpath = Path + MapName + ".wdt";

        using (Stream WDTstream = Casc.GetFileStream(WDTpath))
        {
            if (WDTstream != null)
            {
                WDTflagsdata WDTflags = new WDTflagsdata();
                ReadMVER(WDTstream);
                ReadMPHD(WDTstream, MapName, WDTflags);
                ReadMAIN(WDTstream, WDTflags);
                // wmo only worlds specific chunk parsing here :
                Flags.Add(MapName, WDTflags);
                return(true);
            }
            return(false);
        }
    }
Ejemplo n.º 6
0
    private static void ReadMAIN(BinaryReader br, WDTflagsdata WDTflags)
    {
        for (int x = 0; x < 64; x++)
        {
            for (int y = 0; y < 64; y++)
            {
                // 8 bytes //
                byte[] arrayOfBytes = new byte[4];
                br.Read(arrayOfBytes, 0, 4);
                BitArray flags = new BitArray(arrayOfBytes);

                // <flags>
                WDTflags.HasADT[x, y] = flags[0];   // flags 0 and 1 always alternate, when one is true other is false.
                bool Flag_AllWater = flags[1];
                bool Flag_Loaded   = flags[2];      // always false (only set during runtime?)
                // </flags>

                uint asyncId = br.ReadUInt32();
            }
        }
    }
Ejemplo n.º 7
0
    private static void ReadMPHD(BinaryReader br, WDTflagsdata WDTflags)
    {
        byte[] arrayOfBytes = new byte[4];
        br.Read(arrayOfBytes, 0, 4);
        BitArray flags = new BitArray(arrayOfBytes);

        // <flags>
        bool wdt_uses_global_map_obj = flags[0];                // Use global map object definition.
        bool adt_has_mccv            = flags[1];                // ≥ Wrath adds color: ADT.MCNK.MCCV. with this flag every ADT in the map _must_ have

        // MCCV chunk at least with default values, else only base texture layer is rendered on such ADTs.
        WDTflags.adt_has_big_alpha = flags[2];                  // shader = 2. Decides whether to use _env terrain shaders or not: funky and if MCAL has 4096 instead of 2048(?)
        bool adt_has_doodadrefs_sorted_by_size_cat = flags[3];  // if enabled, the ADT's MCRF(m2 only)/MCRD chunks need to be sorted by size category
        bool adt_has_mclv = flags[4];                           // ≥ Cata adds second color: ADT.MCNK.MCLV
        bool adt_has_upside_down_ground = flags[5];             // ≥ Cata Flips the ground display upside down to create a ceiling
        bool unk_0x0040 = flags[6];                             // ≥ Mists ??? -- Only found on Firelands2.wdt (but only since MoP) before Legion

        WDTflags.adt_has_height_texturing = flags[7];           // ≥ Mists shader = 6. Decides whether to influence alpha maps by _h+MTXP: (without with)
                                                                // also changes MCAL size to 4096 for uncompressed entries
        bool unk_0x0100 = flags[8];                             // ≥ Legion implicitly sets 0x8000
        bool unk_0x0200 = flags[9];
        bool unk_0x0400 = flags[10];
        bool unk_0x0800 = flags[11];
        bool unk_0x1000 = flags[12];
        bool unk_0x2000 = flags[13];
        bool unk_0x4000 = flags[14];
        bool unk_0x8000 = flags[15];                             // ≥ Legion implicitly set for map ids 0, 1, 571, 870, 1116 (continents). Affects the rendering of _lod.adt
        bool mask_vertex_buffer_format   = flags[16];            // = adt_has_mccv | adt_has_mclv,                    // CMap::LoadWdt
        bool mask_render_chunk_something = flags[17];            // = adt_has_height_texturing | adt_has_big_alpha,   // CMapArea::PrepareRenderChunk, CMapChunk::ProcessIffChunks

        uint lgtFileDataID  = br.ReadUInt32();
        uint occFileDataID  = br.ReadUInt32();
        uint fogsFileDataID = br.ReadUInt32();
        uint mpvFileDataID  = br.ReadUInt32();
        uint texFileDataID  = br.ReadUInt32();
        uint wdlFileDataID  = br.ReadUInt32();
        uint pd4FileDataID  = br.ReadUInt32();
    }