DB/WorldMapOverlay
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; stringrefⁱ 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]; stringrefⁱ 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; };