diff options
| author | QAston <none@none> | 2009-03-04 00:29:50 +0100 |
|---|---|---|
| committer | QAston <none@none> | 2009-03-04 00:29:50 +0100 |
| commit | d6b09015d6c1ac5c62e63d51aeb496c0cc2d3fe5 (patch) | |
| tree | 183a759c6540c040174449502c0ce7552a6f5484 /src/game | |
| parent | 454f882cf238506bc12f593de71e97cd27e961e8 (diff) | |
| parent | c113bf884f9523745f22aae78cde80903b2ba192 (diff) | |
*Merge.
--HG--
branch : trunk
Diffstat (limited to 'src/game')
| -rw-r--r-- | src/game/ObjectAccessor.cpp | 2 | ||||
| -rw-r--r-- | src/game/Player.cpp | 11 | ||||
| -rw-r--r-- | src/game/Unit.cpp | 76 |
3 files changed, 54 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 cde74b4a66b..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) @@ -10172,6 +10173,12 @@ uint8 Player::CanStoreItems( Item **pItems,int count) const pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pBag ) { + pBagProto = pBag->GetProto(); + + // special bag already checked + if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) + continue; + for(uint32 j = 0; j < pBag->GetBagSize(); j++) { if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) @@ -19241,7 +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 425eddae924..6771dfdaa80 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -7382,28 +7382,34 @@ 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) @@ -7491,28 +7497,34 @@ 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) @@ -7522,7 +7534,7 @@ 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); @@ -7535,7 +7547,7 @@ 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); |
