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authorQAston <none@none>2009-03-04 00:29:50 +0100
committerQAston <none@none>2009-03-04 00:29:50 +0100
commitd6b09015d6c1ac5c62e63d51aeb496c0cc2d3fe5 (patch)
tree183a759c6540c040174449502c0ce7552a6f5484 /src/game
parent454f882cf238506bc12f593de71e97cd27e961e8 (diff)
parentc113bf884f9523745f22aae78cde80903b2ba192 (diff)
*Merge.
--HG-- branch : trunk
Diffstat (limited to 'src/game')
-rw-r--r--src/game/ObjectAccessor.cpp2
-rw-r--r--src/game/Player.cpp11
-rw-r--r--src/game/Unit.cpp76
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);