Core/Dungeon Finder: Minor fixes to Reward system.

- Check if its random dungeon before giving rewards
- Update achievement only for heroic dungeons
- Other minor fixes

--HG--
branch : trunk
This commit is contained in:
Spp
2010-09-04 15:40:43 +02:00
parent be7d94f24e
commit d566f8cccc
+24 -7
View File
@@ -1534,23 +1534,40 @@ void LFGMgr::RewardDungeonDoneFor(const uint32 dungeonId, Player *player)
if (!group || !group->isLFGGroup()) if (!group || !group->isLFGGroup())
return; return;
// Mark dungeon as finished
if (!group->isLfgDungeonComplete()) if (!group->isLfgDungeonComplete())
group->SetLfgStatus(LFG_STATUS_COMPLETE); group->SetLfgStatus(LFG_STATUS_COMPLETE);
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS, 1); // Clear player related lfg stuff
uint32 rDungeonId = *player->GetLfgDungeons()->begin();
player->GetLfgDungeons()->clear();
player->SetLfgRoles(ROLE_NONE);
// Give rewards only if its a random dungeon
LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(dungeonId);
if (!dungeon || dungeon->type != LFG_TYPE_RANDOM)
return;
if (isRandomDungeon(dungeonId)) // Mark random dungeon as complete
player->SetLfgDungeonDone(dungeonId); uint8 index = player->isLfgDungeonDone(rDungeonId) ? 1 : 0;
if (!index)
player->SetLfgDungeonDone(rDungeonId);
LfgReward const* reward = GetRandomDungeonReward(dungeonId, player->getLevel()); // Update achievements
if (dungeon->difficulty == DUNGEON_DIFFICULTY_HEROIC)
player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS, 1);
LfgReward const* reward = GetRandomDungeonReward(rDungeonId, player->getLevel());
if (!reward) if (!reward)
return; return;
uint8 index = player->isLfgDungeonDone(dungeonId) ? 1 : 0;
Quest const* qReward = sObjectMgr.GetQuestTemplate(reward->reward[index].questId); Quest const* qReward = sObjectMgr.GetQuestTemplate(reward->reward[index].questId);
if (!qReward) if (!qReward)
return; return;
// Give rewards
SendLfgPlayerReward(player);
if (qReward->GetRewItemsCount() > 0) if (qReward->GetRewItemsCount() > 0)
{ {
for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i) for (uint32 i = 0; i < QUEST_REWARDS_COUNT; ++i)
@@ -1570,7 +1587,7 @@ void LFGMgr::RewardDungeonDoneFor(const uint32 dungeonId, Player *player)
// Not give XP in case already completed once repeatable quest // Not give XP in case already completed once repeatable quest
uint32 XP = uint32(qReward->XPValue(player) * sWorld.getRate(RATE_XP_QUEST)); uint32 XP = uint32(qReward->XPValue(player) * sWorld.getRate(RATE_XP_QUEST));
XP += (5 - group->GetMembersCount()) * reward->reward[index].variableXP; XP += (MAXGROUPSIZE - group->GetMembersCount()) * reward->reward[index].variableXP;
// Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
int32 moneyRew = qReward->GetRewOrReqMoney(); int32 moneyRew = qReward->GetRewOrReqMoney();
@@ -1580,7 +1597,7 @@ void LFGMgr::RewardDungeonDoneFor(const uint32 dungeonId, Player *player)
else else
moneyRew += int32(qReward->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)); moneyRew += int32(qReward->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
moneyRew += (5 - group->GetMembersCount()) * reward->reward[index].variableMoney; moneyRew += (MAXGROUPSIZE - group->GetMembersCount()) * reward->reward[index].variableMoney;
if (moneyRew) if (moneyRew)
player->ModifyMoney(moneyRew); player->ModifyMoney(moneyRew);