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Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r--src/game/Unit.cpp76
1 files changed, 44 insertions, 32 deletions
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);