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

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-03 16:18:22 -06:00
parent 0a78760b75
commit c113bf884f
4 changed files with 73 additions and 44 deletions
+1 -1
View File
@@ -86,7 +86,7 @@ ObjectAccessor::GetNPCIfCanInteractWith(Player const &player, uint64 guid, uint3
if(factionTemplate)
{
FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction);
if( faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
if( faction && faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
return NULL;
}
+3 -2
View File
@@ -5757,7 +5757,8 @@ void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
if(!factionTemplateEntry)
return;
SetFactionVisibleForFactionId(factionTemplateEntry->faction);
if(factionTemplateEntry->faction)
SetFactionVisibleForFactionId(factionTemplateEntry->faction);
}
void Player::SetFactionVisibleForFactionId(uint32 FactionId)
@@ -19247,7 +19248,7 @@ BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId
float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
{
FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
if(!vendor_faction)
if(!vendor_faction || !vendor_faction->faction)
return 1.0f;
ReputationRank rank = GetReputationRank(vendor_faction->faction);
+44 -32
View File
@@ -7369,28 +7369,34 @@ 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)
@@ -7478,28 +7484,34 @@ 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)
@@ -7509,7 +7521,7 @@ 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);
@@ -7522,7 +7534,7 @@ 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);
+25 -9
View File
@@ -735,24 +735,40 @@ struct FactionTemplateEntry
{
if(ID == entry.ID)
return true;
if(enemyFaction[0] == entry.faction || enemyFaction[1] == entry.faction || enemyFaction[2] == entry.faction || enemyFaction[3] == entry.faction )
return false;
if(friendFaction[0] == entry.faction || friendFaction[1] == entry.faction || friendFaction[2] == entry.faction || friendFaction[3] == entry.faction )
return true;
if(entry.faction)
{
for(int i = 0; i < 4; ++i)
if (enemyFaction[i] == entry.faction)
return false;
for(int i = 0; i < 4; ++i)
if (friendFaction[i] == entry.faction)
return true;
}
return (friendlyMask & entry.ourMask) || (ourMask & entry.friendlyMask);
}
bool IsHostileTo(FactionTemplateEntry const& entry) const
{
if(ID == entry.ID)
return false;
if(enemyFaction[0] == entry.faction || enemyFaction[1] == entry.faction || enemyFaction[2] == entry.faction || enemyFaction[3] == entry.faction )
return true;
if(friendFaction[0] == entry.faction || friendFaction[1] == entry.faction || friendFaction[2] == entry.faction || friendFaction[3] == entry.faction )
return false;
if(entry.faction)
{
for(int i = 0; i < 4; ++i)
if (enemyFaction[i] == entry.faction)
return true;
for(int i = 0; i < 4; ++i)
if (friendFaction[i] == entry.faction)
return false;
}
return (hostileMask & entry.ourMask) != 0;
}
bool IsHostileToPlayers() const { return (hostileMask & FACTION_MASK_PLAYER) !=0; }
bool IsNeutralToAll() const { return hostileMask == 0 && friendlyMask == 0 && enemyFaction[0]==0 && enemyFaction[1]==0 && enemyFaction[2]==0 && enemyFaction[3]==0; }
bool IsNeutralToAll() const
{
for(int i = 0; i < 4; ++i)
if (enemyFaction[i] != 0)
return false;
return hostileMask == 0 && friendlyMask == 0;
}
bool IsContestedGuardFaction() const { return (factionFlags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD)!=0; }
};