whoa/src/object/client/CGObject_C.cpp

124 lines
2.6 KiB
C++

#include "object/client/CGObject_C.hpp"
#include "object/client/ObjMgr.hpp"
#include "world/World.hpp"
CGObject_C::CGObject_C(uint32_t time, CClientObjCreate& objCreate) {
// TODO
this->m_lockCount = 0;
this->m_disabled = false;
this->m_inReenable = false;
this->m_postInited = false;
this->m_flag19 = false;
this->m_disablePending = false;
// TODO
ClntObjMgrLinkInNewObject(this);
// TODO
}
CGObject_C::~CGObject_C() {
// TODO
}
void CGObject_C::AddWorldObject() {
// TODO
}
void CGObject_C::Disable() {
// TODO
this->m_disabled = true;
// TODO other flag manipulation
this->m_disableTimeMs = CWorld::GetCurTimeMs();
}
int32_t CGObject_C::IsInReenable() {
return this->m_inReenable;
}
int32_t CGObject_C::IsObjectLocked() {
return this->m_lockCount != 0;
}
void CGObject_C::Reenable() {
this->m_disabled = false;
this->m_inReenable = true;
// TODO
}
void CGObject_C::SetBlock(uint32_t block, uint32_t value) {
auto storage = reinterpret_cast<uint32_t*>(this->m_obj);
storage[block] = value;
}
void CGObject_C::SetDisablePending(int32_t pending) {
if (pending) {
this->m_disablePending = true;
} else {
this->m_disablePending = false;
}
}
void CGObject_C::SetObjectLocked(int32_t locked) {
if (locked) {
if (this->m_lockCount != 0xFFFF) {
this->m_lockCount++;
}
} else {
if (this->m_lockCount != 0) {
this->m_lockCount--;
}
}
}
void CGObject_C::SetStorage(uint32_t* storage, uint32_t* saved) {
this->m_obj = reinterpret_cast<CGObjectData*>(&storage[CGObject::GetBaseOffset()]);
this->m_objSaved = &saved[CGObject::GetBaseOffsetSaved()];
}
void CGObject_C::SetTypeID(OBJECT_TYPE_ID typeID) {
this->m_typeID = typeID;
switch (typeID) {
case ID_OBJECT:
this->m_obj->m_type = HIER_TYPE_OBJECT;
break;
case ID_ITEM:
this->m_obj->m_type = HIER_TYPE_ITEM;
break;
case ID_CONTAINER:
this->m_obj->m_type = HIER_TYPE_CONTAINER;
break;
case ID_UNIT:
this->m_obj->m_type = HIER_TYPE_UNIT;
break;
case ID_PLAYER:
this->m_obj->m_type = HIER_TYPE_PLAYER;
break;
case ID_GAMEOBJECT:
this->m_obj->m_type = HIER_TYPE_GAMEOBJECT;
break;
case ID_DYNAMICOBJECT:
this->m_obj->m_type = HIER_TYPE_DYNAMICOBJECT;
break;
case ID_CORPSE:
this->m_obj->m_type = HIER_TYPE_CORPSE;
break;
default:
break;
}
}