[11892] Really fix [11890]. This basicly reverts commit 11890

Remove the actually not required faction check in Player::GetNPCIfCanInteractWith - this is done by IsHostileTo a line before
Improve the Player-login AtWar selection to also consider forced reactions

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
This commit is contained in:
Schmoozerd 2012-01-31 00:12:45 +01:00
parent 85309aa3c1
commit 6aab5c1022
8 changed files with 70 additions and 61 deletions

View file

@ -1728,7 +1728,7 @@ void GameObject::SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
bool GameObject::IsHostileTo(Unit const* unit) const
{
// always non-hostile to GM in GM mode
if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
if (unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
return false;
// test owner instead if have
@ -1739,24 +1739,28 @@ bool GameObject::IsHostileTo(Unit const* unit) const
return IsHostileTo(targetOwner);
// for not set faction case (wild object) use hostile case
if(!GetGOInfo()->faction)
if (!GetGOInfo()->faction)
return true;
// faction base cases
FactionTemplateEntry const*tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
FactionTemplateEntry const*target_faction = unit->getFactionTemplateEntry();
if(!tester_faction || !target_faction)
if (!tester_faction || !target_faction)
return false;
// GvP forced reaction and reputation case
if (unit->GetTypeId()==TYPEID_PLAYER)
if (unit->GetTypeId() == TYPEID_PLAYER)
{
if (tester_faction->faction)
{
// forced reaction
if (ReputationRank const* force = ((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
return *force <= 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*)unit)->GetReputationMgr().GetRank(raw_tester_faction, true) <= REP_HOSTILE;
if (raw_tester_faction && raw_tester_faction->reputationListID >= 0)
return ((Player const*)unit)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
}
}
@ -1767,7 +1771,7 @@ bool GameObject::IsHostileTo(Unit const* unit) const
bool GameObject::IsFriendlyTo(Unit const* unit) const
{
// always friendly to GM in GM mode
if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
if (unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
return true;
// test owner instead if have
@ -1778,24 +1782,28 @@ bool GameObject::IsFriendlyTo(Unit const* unit) const
return IsFriendlyTo(targetOwner);
// for not set faction case (wild object) use hostile case
if(!GetGOInfo()->faction)
if (!GetGOInfo()->faction)
return false;
// faction base cases
FactionTemplateEntry const*tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
FactionTemplateEntry const*target_faction = unit->getFactionTemplateEntry();
if(!tester_faction || !target_faction)
if (!tester_faction || !target_faction)
return false;
// GvP forced reaction and reputation case
if (unit->GetTypeId()==TYPEID_PLAYER)
if (unit->GetTypeId() == TYPEID_PLAYER)
{
if (tester_faction->faction)
{
// forced reaction
if (ReputationRank const* force =((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
return *force >= 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*)unit)->GetReputationMgr().GetRank(raw_tester_faction, true) >= REP_FRIENDLY;
if (raw_tester_faction->reputationListID >= 0)
return ((Player const*)unit)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
}
}