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https://github.com/whoahq/whoa.git
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244 lines
4.9 KiB
C++
244 lines
4.9 KiB
C++
#include "object/client/CGObject_C.hpp"
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#include "model/Model2.hpp"
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#include "object/client/ObjMgr.hpp"
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#include "world/World.hpp"
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CGObject_C::CGObject_C(uint32_t time, CClientObjCreate& objCreate) {
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// TODO
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this->m_model = nullptr;
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this->m_worldObject = 0;
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// TODO
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this->m_lockCount = 0;
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this->m_disabled = false;
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this->m_inReenable = false;
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this->m_postInited = false;
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this->m_flag19 = false;
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this->m_disablePending = false;
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// TODO
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ClntObjMgrLinkInNewObject(this);
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// TODO
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}
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CGObject_C::~CGObject_C() {
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// TODO
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}
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void CGObject_C::AddWorldObject() {
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if (!this->m_model) {
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const char* fileName;
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if (this->GetModelFileName(fileName)) {
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auto model = CWorld::GetM2Scene()->CreateModel(fileName, 0);
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this->SetModel(model);
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model->Release();
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}
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}
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if (!this->m_model) {
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return;
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}
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if (ClntObjMgrGetPlayerType() != PLAYER_NORMAL) {
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return;
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}
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if (this->m_worldObject) {
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// TODO SysMsgPrintf(1, 2, "OBJECTALREADYACTIVE|0x%016I64X", this->GetGUID());
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return;
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}
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uint32_t objFlags = 0x0;
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if (this->IsA(TYPE_GAMEOBJECT)) {
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objFlags |= 0x8 | 0x2 | 0x1;
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} else if (this->IsA(TYPE_DYNAMICOBJECT)) {
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objFlags |= 0x8 | 0x2;
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} else if (this->IsA(TYPE_CORPSE)) {
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// TODO
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} else if (this->IsA(TYPE_UNIT)) {
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// TODO
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objFlags |= 0x10;
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if (this->IsA(TYPE_PLAYER)) {
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objFlags |= 0x20;
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}
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}
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this->m_worldObject = CWorld::AddObject(this->GetObjectModel(), nullptr, nullptr, this->GetGUID(), 0, objFlags);
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if (!this->m_inReenable && this->m_postInited) {
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this->UpdateWorldObject(false);
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}
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}
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int32_t CGObject_C::CanBeTargetted() {
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return false;
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}
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int32_t CGObject_C::CanHighlight() {
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return false;
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}
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void CGObject_C::Disable() {
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// TODO
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this->m_disabled = true;
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// TODO other flag manipulation
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this->m_disableTimeMs = CWorld::GetCurTimeMs();
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}
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float CGObject_C::GetFacing() const {
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return 0.0f;
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}
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int32_t CGObject_C::GetModelFileName(const char*& name) const {
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return false;
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}
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CM2Model* CGObject_C::GetObjectModel() {
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return this->m_model;
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}
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C3Vector CGObject_C::GetPosition() const {
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return { 0.0f, 0.0f, 0.0f };
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}
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float CGObject_C::GetRawFacing() const {
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return this->GetFacing();
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}
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WOWGUID CGObject_C::GetTransportGUID() const {
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return 0;
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}
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int32_t CGObject_C::IsInReenable() {
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return this->m_inReenable;
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}
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int32_t CGObject_C::IsObjectLocked() {
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return this->m_lockCount != 0;
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}
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void CGObject_C::PostReenable() {
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// TODO
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this->m_inReenable = false;
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// TODO
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}
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void CGObject_C::Reenable() {
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this->m_disabled = false;
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this->m_inReenable = true;
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// TODO
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}
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void CGObject_C::PostInit(uint32_t time, const CClientObjCreate& init, bool a4) {
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this->m_postInited = true;
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// TODO
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}
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void CGObject_C::SetBlock(uint32_t block, uint32_t value) {
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auto storage = reinterpret_cast<uint32_t*>(this->m_obj);
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storage[block] = value;
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}
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void CGObject_C::SetDisablePending(int32_t pending) {
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if (pending) {
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this->m_disablePending = true;
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} else {
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this->m_disablePending = false;
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}
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}
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void CGObject_C::SetModel(CM2Model* model) {
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// No change
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if (this->m_model == model) {
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return;
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}
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if (model) {
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model->AddRef();
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}
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this->m_model = model;
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this->SetModelFinish(model);
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}
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void CGObject_C::SetModelFinish(CM2Model* model) {
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// TODO
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}
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void CGObject_C::SetObjectLocked(int32_t locked) {
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if (locked) {
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if (this->m_lockCount != 0xFFFF) {
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this->m_lockCount++;
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}
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} else {
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if (this->m_lockCount != 0) {
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this->m_lockCount--;
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}
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}
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}
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void CGObject_C::SetStorage(uint32_t* storage, uint32_t* saved) {
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this->m_obj = reinterpret_cast<CGObjectData*>(&storage[CGObject::GetBaseOffset()]);
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this->m_objSaved = &saved[CGObject::GetBaseOffsetSaved()];
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}
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void CGObject_C::SetTypeID(OBJECT_TYPE_ID typeID) {
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this->m_typeID = typeID;
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switch (typeID) {
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case ID_OBJECT:
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this->m_obj->m_type = HIER_TYPE_OBJECT;
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break;
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case ID_ITEM:
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this->m_obj->m_type = HIER_TYPE_ITEM;
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break;
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case ID_CONTAINER:
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this->m_obj->m_type = HIER_TYPE_CONTAINER;
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break;
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case ID_UNIT:
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this->m_obj->m_type = HIER_TYPE_UNIT;
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break;
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case ID_PLAYER:
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this->m_obj->m_type = HIER_TYPE_PLAYER;
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break;
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case ID_GAMEOBJECT:
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this->m_obj->m_type = HIER_TYPE_GAMEOBJECT;
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break;
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case ID_DYNAMICOBJECT:
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this->m_obj->m_type = HIER_TYPE_DYNAMICOBJECT;
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break;
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case ID_CORPSE:
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this->m_obj->m_type = HIER_TYPE_CORPSE;
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break;
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default:
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break;
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}
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}
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void CGObject_C::UpdateWorldObject(int32_t a2) {
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// TODO
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}
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