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authormegamage <none@none>2009-03-03 16:18:22 -0600
committermegamage <none@none>2009-03-03 16:18:22 -0600
commitc113bf884f9523745f22aae78cde80903b2ba192 (patch)
treea14135ce66c9b514a318c9f90a89034c3a1eade4 /src/game
parent0a78760b758235ba2c48fc6b48514403ed052730 (diff)
factionTemplate->faction can be 0, add appropriate checks to prevent crashes and unexpected work. Author: VladimirMangos
--HG-- branch : trunk
Diffstat (limited to 'src/game')
-rw-r--r--src/game/ObjectAccessor.cpp2
-rw-r--r--src/game/Player.cpp5
-rw-r--r--src/game/Unit.cpp76
3 files changed, 48 insertions, 35 deletions
diff --git a/src/game/ObjectAccessor.cpp b/src/game/ObjectAccessor.cpp
index e832aec0c57..af365f51517 100644
--- a/src/game/ObjectAccessor.cpp
+++ b/src/game/ObjectAccessor.cpp
@@ -86,7 +86,7 @@ ObjectAccessor::GetNPCIfCanInteractWith(Player const &player, uint64 guid, uint3
if(factionTemplate)
{
FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction);
- if( faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
+ if( faction && faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
return NULL;
}
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 5d0f4c4e598..ac261b90529 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -5757,7 +5757,8 @@ void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
if(!factionTemplateEntry)
return;
- SetFactionVisibleForFactionId(factionTemplateEntry->faction);
+ if(factionTemplateEntry->faction)
+ SetFactionVisibleForFactionId(factionTemplateEntry->faction);
}
void Player::SetFactionVisibleForFactionId(uint32 FactionId)
@@ -19247,7 +19248,7 @@ BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId
float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
{
FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
- if(!vendor_faction)
+ if(!vendor_faction || !vendor_faction->faction)
return 1.0f;
ReputationRank rank = GetReputationRank(vendor_faction->faction);
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 480a2724d0f..cc7d9841d41 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -7369,28 +7369,34 @@ bool Unit::IsHostileTo(Unit const* unit) const
if(tester->GetTypeId()==TYPEID_PLAYER)
{
// forced reaction
- ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction);
- if(forceItr!=((Player*)tester)->m_forcedReactions.end())
- return forceItr->second <= REP_HOSTILE;
+ if(target_faction->faction)
+ {
+ ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction);
+ if(forceItr!=((Player*)tester)->m_forcedReactions.end())
+ return forceItr->second <= 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 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);
+ }
}
// CvP forced reaction and reputation case
else if(target->GetTypeId()==TYPEID_PLAYER)
{
// forced reaction
- ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
- if(forceItr!=((Player const*)target)->m_forcedReactions.end())
- return forceItr->second <= REP_HOSTILE;
+ if(tester_faction->faction)
+ {
+ ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
+ if(forceItr!=((Player const*)target)->m_forcedReactions.end())
+ return forceItr->second <= 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;
+ // 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;
+ }
}
// common faction based case (CvC,PvC,CvP)
@@ -7478,28 +7484,34 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
if(tester->GetTypeId()==TYPEID_PLAYER)
{
// forced reaction
- ForcedReactions::const_iterator forceItr = ((Player const*)tester)->m_forcedReactions.find(target_faction->faction);
- if(forceItr!=((Player const*)tester)->m_forcedReactions.end())
- return forceItr->second >= REP_FRIENDLY;
+ if(target_faction->faction)
+ {
+ ForcedReactions::const_iterator forceItr = ((Player const*)tester)->m_forcedReactions.find(target_faction->faction);
+ if(forceItr!=((Player const*)tester)->m_forcedReactions.end())
+ return forceItr->second >= 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 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);
+ }
}
// CvP forced reaction and reputation case
else if(target->GetTypeId()==TYPEID_PLAYER)
{
// forced reaction
- ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
- if(forceItr!=((Player const*)target)->m_forcedReactions.end())
- return forceItr->second >= REP_FRIENDLY;
+ if(tester_faction->faction)
+ {
+ ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
+ if(forceItr!=((Player const*)target)->m_forcedReactions.end())
+ return forceItr->second >= 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;
+ // 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;
+ }
}
// common faction based case (CvC,PvC,CvP)
@@ -7509,7 +7521,7 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
bool Unit::IsHostileToPlayers() const
{
FactionTemplateEntry const* my_faction = getFactionTemplateEntry();
- if(!my_faction)
+ if(!my_faction || !my_faction->faction)
return false;
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
@@ -7522,7 +7534,7 @@ bool Unit::IsHostileToPlayers() const
bool Unit::IsNeutralToAll() const
{
FactionTemplateEntry const* my_faction = getFactionTemplateEntry();
- if(!my_faction)
+ if(!my_faction || !my_faction->faction)
return true;
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);