whoa/src/object/client/CGObject_C.cpp
2026-03-10 21:35:55 -05:00

244 lines
4.9 KiB
C++

#include "object/client/CGObject_C.hpp"
#include "model/Model2.hpp"
#include "object/client/ObjMgr.hpp"
#include "world/World.hpp"
CGObject_C::CGObject_C(uint32_t time, CClientObjCreate& objCreate) {
// TODO
this->m_model = nullptr;
this->m_worldObject = 0;
// 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() {
if (!this->m_model) {
const char* fileName;
if (this->GetModelFileName(fileName)) {
auto model = CWorld::GetM2Scene()->CreateModel(fileName, 0);
this->SetModel(model);
model->Release();
}
}
if (!this->m_model) {
return;
}
if (ClntObjMgrGetPlayerType() != PLAYER_NORMAL) {
return;
}
if (this->m_worldObject) {
// TODO SysMsgPrintf(1, 2, "OBJECTALREADYACTIVE|0x%016I64X", this->GetGUID());
return;
}
uint32_t objFlags = 0x0;
if (this->IsA(TYPE_GAMEOBJECT)) {
objFlags |= 0x8 | 0x2 | 0x1;
} else if (this->IsA(TYPE_DYNAMICOBJECT)) {
objFlags |= 0x8 | 0x2;
} else if (this->IsA(TYPE_CORPSE)) {
// TODO
} else if (this->IsA(TYPE_UNIT)) {
// TODO
objFlags |= 0x10;
if (this->IsA(TYPE_PLAYER)) {
objFlags |= 0x20;
}
}
this->m_worldObject = CWorld::AddObject(this->GetObjectModel(), nullptr, nullptr, this->GetGUID(), 0, objFlags);
if (!this->m_inReenable && this->m_postInited) {
this->UpdateWorldObject(false);
}
}
int32_t CGObject_C::CanBeTargetted() {
return false;
}
int32_t CGObject_C::CanHighlight() {
return false;
}
void CGObject_C::Disable() {
// TODO
this->m_disabled = true;
// TODO other flag manipulation
this->m_disableTimeMs = CWorld::GetCurTimeMs();
}
float CGObject_C::GetFacing() const {
return 0.0f;
}
int32_t CGObject_C::GetModelFileName(const char*& name) const {
return false;
}
CM2Model* CGObject_C::GetObjectModel() {
return this->m_model;
}
C3Vector CGObject_C::GetPosition() const {
return { 0.0f, 0.0f, 0.0f };
}
float CGObject_C::GetRawFacing() const {
return this->GetFacing();
}
WOWGUID CGObject_C::GetTransportGUID() const {
return 0;
}
int32_t CGObject_C::IsInReenable() {
return this->m_inReenable;
}
int32_t CGObject_C::IsObjectLocked() {
return this->m_lockCount != 0;
}
void CGObject_C::PostReenable() {
// TODO
this->m_inReenable = false;
// TODO
}
void CGObject_C::Reenable() {
this->m_disabled = false;
this->m_inReenable = true;
// TODO
}
void CGObject_C::PostInit(uint32_t time, const CClientObjCreate& init, bool a4) {
this->m_postInited = 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::SetModel(CM2Model* model) {
// No change
if (this->m_model == model) {
return;
}
if (model) {
model->AddRef();
}
this->m_model = model;
this->SetModelFinish(model);
}
void CGObject_C::SetModelFinish(CM2Model* model) {
// TODO
}
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;
}
}
void CGObject_C::UpdateWorldObject(int32_t a2) {
// TODO
}