*Move most reputation/force faction reaction code to new ReputationMgr. Author: VladimirMangos

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-26 13:53:32 -06:00
parent bdafaf4113
commit 68c3039715
17 changed files with 96 additions and 648 deletions

View File

@@ -7875,14 +7875,13 @@ bool Unit::IsHostileTo(Unit const* unit) const
// forced reaction
if(target_faction->faction)
{
if(ReputationRank const* force =((Player*)tester)->GetForcedRankIfAny(target_faction))
if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
return *force <= REP_HOSTILE;
// if faction have reputation then hostile state for tester at 100% dependent from at_war state
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
if(raw_target_faction->reputationListID >=0)
if(FactionState const* factionState = ((Player*)tester)->GetFactionState(raw_target_faction))
return (factionState->Flags & FACTION_FLAG_AT_WAR);
if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
return (factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
// CvP forced reaction and reputation case
@@ -7891,13 +7890,13 @@ bool Unit::IsHostileTo(Unit const* unit) const
// forced reaction
if(tester_faction->faction)
{
if(ReputationRank const* force = ((Player*)target)->GetForcedRankIfAny(tester_faction))
if(ReputationRank const* force = ((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
return *force <= REP_HOSTILE;
// apply reputation state
FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
if(raw_tester_faction && raw_tester_faction->reputationListID >=0 )
return ((Player const*)target)->GetReputationRank(raw_tester_faction) <= REP_HOSTILE;
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
}
}
@@ -7988,14 +7987,13 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// forced reaction
if(target_faction->faction)
{
if(ReputationRank const* force =((Player*)tester)->GetForcedRankIfAny(target_faction))
if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
return *force >= REP_FRIENDLY;
// if faction have reputation then friendly state for tester at 100% dependent from at_war state
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
if(raw_target_faction->reputationListID >=0)
if(FactionState const* FactionState = ((Player*)tester)->GetFactionState(raw_target_faction))
return !(FactionState->Flags & FACTION_FLAG_AT_WAR);
if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
return !(factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
// CvP forced reaction and reputation case
@@ -8004,13 +8002,13 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// forced reaction
if(tester_faction->faction)
{
if(ReputationRank const* force =((Player*)target)->GetForcedRankIfAny(tester_faction))
if(ReputationRank const* force =((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
return *force >= REP_FRIENDLY;
// apply reputation state
if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
if(raw_tester_faction->reputationListID >=0 )
return ((Player const*)target)->GetReputationRank(raw_tester_faction) >= REP_FRIENDLY;
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
}
}