factionTemplate->faction can be 0, add appropriate checks to prevent crashes and unexpected work.

This commit is contained in:
VladimirMangos 2009-03-03 17:09:58 +03:00
parent 3ab8264189
commit 03273a49da
4 changed files with 73 additions and 44 deletions

View file

@ -6927,28 +6927,34 @@ 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)
@ -7036,28 +7042,34 @@ 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)
@ -7067,7 +7079,7 @@ 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);
@ -7080,7 +7092,7 @@ 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);