#include "pch.h" #include "Log.h" #include "GameObject.h" GameObject::GameObject( unsigned int objectId ) { m_objectId = objectId; m_x = m_y = m_z = m_reflection = 0; m_toString_buffer = NULL; } GameObject::GameObject( int x, int y, int z, int reflection, unsigned int objectId ) { m_x = x; m_y = y; m_z = z; m_reflection = reflection; m_objectId = objectId; m_toString_buffer = NULL; } GameObject::~GameObject() { if( m_toString_buffer ) { free( m_toString_buffer ); m_toString_buffer = NULL; } } void GameObject::LockObject() { m_lock.Lock(); } void GameObject::LockRelease() { m_lock.Unlock(); } void GameObject::setXYZ( int x, int y, int z ) { m_x = x; m_y = y; m_z = z; } void GameObject::setReflection( int rId ) { m_reflection = rId; } wchar_t *GameObject::toString() const { GameObject *non_const_this = const_cast(this); if( non_const_this->m_toString_buffer == NULL ) non_const_this->m_toString_buffer = (wchar_t *)malloc( 512 ); if( non_const_this->m_toString_buffer ) swprintf( non_const_this->m_toString_buffer, 255, L"ObjectID[%u] (%d,%d,%d,%d)", m_objectId, m_x, m_y, m_z, m_reflection ); return non_const_this->m_toString_buffer; }