whoa/src/object/client/Util.cpp
2026-01-15 16:00:30 -06:00

113 lines
2.9 KiB
C++

#include "object/client/Util.hpp"
#include "object/client/CClientObjCreate.hpp"
#include "object/client/CGContainer_C.hpp"
#include "object/client/CGCorpse_C.hpp"
#include "object/client/CGDynamicObject_C.hpp"
#include "object/client/CGGameObject_C.hpp"
#include "object/client/CGItem_C.hpp"
#include "object/client/CGObject_C.hpp"
#include "object/client/CGPlayer_C.hpp"
#include "object/client/CGUnit_C.hpp"
#include "object/client/ObjMgr.hpp"
CGObject_C* FindActiveObject(WOWGUID guid) {
return ClntObjMgrGetCurrent()->m_objects.Ptr(guid, CHashKeyGUID(guid));
}
CGObject_C* GetUpdateObject(WOWGUID guid, int32_t* reenable) {
*reenable = false;
// Active object
auto activeObject = FindActiveObject(guid);
if (activeObject) {
activeObject->SetDisablePending(false);
return activeObject;
}
// Disabled object
auto disabledObject = ClntObjMgrGetCurrent()->m_lazyCleanupObjects.Ptr(guid, CHashKeyGUID(guid));
if (disabledObject) {
ClntObjMgrGetCurrent()->m_lazyCleanupObjects.Unlink(disabledObject);
disabledObject->m_link.Unlink();
ClntObjMgrGetCurrent()->m_objects.Insert(disabledObject, guid, CHashKeyGUID(guid));
// These link checks are guaranteed to pass because of the unlink above (both lists share
// the same link). This check is either from an inlined function or is cruft left behind
// after a refactor.
if (
!ClntObjMgrGetCurrent()->m_visibleObjects.IsLinked(disabledObject)
&& !ClntObjMgrGetCurrent()->m_reenabledObjects.IsLinked(disabledObject)
) {
*reenable = true;
ClntObjMgrGetCurrent()->m_reenabledObjects.LinkToTail(disabledObject);
}
return disabledObject;
}
// Object not found
return nullptr;
}
void InitObject(CGObject_C* object, uint32_t time, CClientObjCreate& objCreate) {
switch (object->m_typeID) {
case ID_ITEM: {
new (object) CGItem_C(time, objCreate);
break;
}
case ID_CONTAINER: {
new (object) CGContainer_C(time, objCreate);
break;
}
case ID_UNIT: {
new (object) CGUnit_C(time, objCreate);
object->AddWorldObject();
break;
}
case ID_PLAYER: {
new (object) CGPlayer_C(time, objCreate);
object->AddWorldObject();
break;
}
case ID_GAMEOBJECT: {
new (object) CGGameObject_C(time, objCreate);
object->AddWorldObject();
break;
}
case ID_DYNAMICOBJECT: {
new (object) CGDynamicObject_C(time, objCreate);
object->AddWorldObject();
break;
}
case ID_CORPSE: {
new (object) CGCorpse_C(time, objCreate);
object->AddWorldObject();
break;
}
default: {
break;
}
}
}