[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;
}
}

View file

@ -1361,7 +1361,7 @@ void ChatHandler::ShowFactionListHelper( FactionEntry const * factionEntry, Loca
if (repState) // and then target!=NULL also
{
ReputationRank rank = target->GetReputationMgr().GetRank(factionEntry, false);
ReputationRank rank = target->GetReputationMgr().GetRank(factionEntry);
std::string rankName = GetMangosString(ReputationRankStrIndex[rank]);
ss << " " << rankName << "|h|r (" << target->GetReputationMgr().GetReputation(factionEntry) << ")";

View file

@ -7482,7 +7482,7 @@ bool PlayerCondition::Meets(Player const * player) const
case CONDITION_REPUTATION_RANK:
{
FactionEntry const* faction = sFactionStore.LookupEntry(value1);
return faction && player->GetReputationMgr().GetRank(faction, false) >= ReputationRank(value2);
return faction && player->GetReputationMgr().GetRank(faction) >= ReputationRank(value2);
}
case CONDITION_TEAM:
return uint32(player->GetTeam()) == value1;

View file

@ -2180,15 +2180,8 @@ Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask)
if (unit->IsHostileTo(this))
return NULL;
// not unfriendly
if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
if(factionTemplate->faction)
if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction, true) <= REP_UNFRIENDLY)
return NULL;
// not too far
if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
if (!unit->IsWithinDistInMap(this, INTERACTION_DISTANCE))
return NULL;
return unit;
@ -6229,7 +6222,7 @@ void Player::setFactionForRace(uint8 race)
ReputationRank Player::GetReputationRank(uint32 faction) const
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
return GetReputationMgr().GetRank(factionEntry, false);
return GetReputationMgr().GetRank(factionEntry);
}
//Calculate total reputation percent player gain with quest/creature level
@ -6310,7 +6303,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue1, Rep->repfaction1, pVictim->getLevel());
donerep1 = int32(donerep1*rate);
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1, false);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
@ -6328,7 +6321,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue2, Rep->repfaction2, pVictim->getLevel());
donerep2 = int32(donerep2*rate);
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2, false);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);

View file

@ -74,14 +74,8 @@ int32 ReputationMgr::GetReputation(FactionEntry const* factionEntry) const
return 0;
}
ReputationRank ReputationMgr::GetRank(FactionEntry const* factionEntry, bool withForcedReaction) const
ReputationRank ReputationMgr::GetRank(FactionEntry const* factionEntry) const
{
if (withForcedReaction)
{
ForcedReactions::const_iterator find = m_forcedReactions.find(factionEntry->ID);
if (find != m_forcedReactions.end())
return find->second;
}
int32 reputation = GetReputation(factionEntry);
return ReputationToRank(reputation);
}
@ -286,7 +280,7 @@ bool ReputationMgr::SetReputation(FactionEntry const* factionEntry, int32 standi
{
if (FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr))
{
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc, false) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
if (factionEntryCalc == factionEntry || GetRank(factionEntryCalc) > ReputationRank(factionEntryCalc->spilloverMaxRankIn))
continue;
int32 spilloverRep = int32(spillOverRepOut * factionEntryCalc->spilloverRateIn);
if (spilloverRep != 0 || !incremental)
@ -492,11 +486,17 @@ void ReputationMgr::LoadFromDB(QueryResult *result)
}
// set atWar for hostile
if(GetRank(factionEntry, true) <= REP_HOSTILE)
SetAtWar(faction,true);
ForcedReactions::const_iterator forceItr = m_forcedReactions.find(factionEntry->ID);
if (forceItr != m_forcedReactions.end())
{
if (forceItr->second <= REP_HOSTILE)
SetAtWar(faction, true);
}
else if (GetRank(factionEntry) <= REP_HOSTILE)
SetAtWar(faction, true);
// reset changed flag if values similar to saved in DB
if(faction->Flags==dbFactionFlags)
if (faction->Flags == dbFactionFlags)
{
faction->needSend = false;
faction->needSave = false;

View file

@ -93,7 +93,7 @@ class ReputationMgr
int32 GetReputation(FactionEntry const* factionEntry) const;
int32 GetBaseReputation(FactionEntry const* factionEntry) const;
ReputationRank GetRank(FactionEntry const* factionEntry, bool withForcedReaction) const;
ReputationRank GetRank(FactionEntry const* factionEntry) const;
ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const

View file

@ -5419,38 +5419,42 @@ bool Unit::IsHostileTo(Unit const* unit) const
}
// faction base cases
FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry();
FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry();
if(!tester_faction || !target_faction)
FactionTemplateEntry const* tester_faction = tester->getFactionTemplateEntry();
FactionTemplateEntry const* target_faction = target->getFactionTemplateEntry();
if (!tester_faction || !target_faction)
return false;
if(target->isAttackingPlayer() && tester->IsContestedGuard())
if (target->isAttackingPlayer() && tester->IsContestedGuard())
return true;
// PvC forced reaction and reputation case
if(tester->GetTypeId()==TYPEID_PLAYER)
if (tester->GetTypeId() == TYPEID_PLAYER)
{
if (target_faction->faction)
{
// forced reaction
if(target_faction->faction)
{
if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
if (ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
return *force <= 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(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
if (FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
if (FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
return (factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
// CvP forced reaction and reputation case
else if (target->GetTypeId()==TYPEID_PLAYER)
else if (target->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*)target)->GetReputationMgr().GetRank(raw_tester_faction, true) <= REP_HOSTILE;
if (raw_tester_faction && raw_tester_faction->reputationListID >= 0)
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
}
}
@ -5529,36 +5533,40 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// faction base cases
FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry();
FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry();
if(!tester_faction || !target_faction)
if (!tester_faction || !target_faction)
return false;
if(target->isAttackingPlayer() && tester->IsContestedGuard())
if (target->isAttackingPlayer() && tester->IsContestedGuard())
return false;
// PvC forced reaction and reputation case
if(tester->GetTypeId()==TYPEID_PLAYER)
if (tester->GetTypeId() == TYPEID_PLAYER)
{
if (target_faction->faction)
{
// forced reaction
if(target_faction->faction)
{
if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
if (ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
return *force >= 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(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
if (FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
if (FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
return !(factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
// CvP forced reaction and reputation case
else if (target->GetTypeId()==TYPEID_PLAYER)
else if (target->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*)target)->GetReputationMgr().GetRank(raw_tester_faction, true) >= REP_FRIENDLY;
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
}
}

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "11891"
#define REVISION_NR "11892"
#endif // __REVISION_NR_H__