[7538] Hide some implementation details for reputation/forced faction reaction. Author: VladimirMangos

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-25 16:04:08 -06:00
parent 312b8e5b73
commit 02440eaa10
9 changed files with 147 additions and 116 deletions

View File

@@ -7875,9 +7875,8 @@ bool Unit::IsHostileTo(Unit const* unit) const
// forced reaction
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(ReputationRank const* force =((Player*)tester)->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))
@@ -7892,9 +7891,8 @@ bool Unit::IsHostileTo(Unit const* unit) const
// forced reaction
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;
if(ReputationRank const* force = ((Player*)target)->GetForcedRankIfAny(tester_faction))
return *force <= REP_HOSTILE;
// apply reputation state
FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
@@ -7990,9 +7988,8 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// forced reaction
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(ReputationRank const* force =((Player*)tester)->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))
@@ -8007,9 +8004,8 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// forced reaction
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;
if(ReputationRank const* force =((Player*)target)->GetForcedRankIfAny(tester_faction))
return *force >= REP_FRIENDLY;
// apply reputation state
if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))