diff --git a/code/ryzom/server/src/entities_game_service/mission_manager/mission_action.cpp b/code/ryzom/server/src/entities_game_service/mission_manager/mission_action.cpp index c039b6b5f..a73e2d714 100644 --- a/code/ryzom/server/src/entities_game_service/mission_manager/mission_action.cpp +++ b/code/ryzom/server/src/entities_game_service/mission_manager/mission_action.cpp @@ -1813,15 +1813,57 @@ class CMissionActionRecvFame : public IMissionAction LOGMISSIONACTION("recv_fame"); std::vector entities; instance->getEntities(entities); - for ( uint i = 0; i < entities.size(); i++ ) - { - CEntityId eid = TheDataset.getEntityId(entities[i]); - CFameInterface::getInstance().addFameIndexed(eid, _Faction, _Value, true); - // Make the client refresh the icons on mission giver NPCs, at once - CCharacter *character = PlayerManager.getChar(entities[i]); - if (character) - character->sendEventForMissionAvailabilityCheck(); + // If there is no "guild" parameter we give the fame to every user + if (!_Guild) + { + + for ( uint i = 0; i < entities.size(); i++ ) + { + CEntityId eid = TheDataset.getEntityId(entities[i]); + CFameInterface::getInstance().addFameIndexed(eid, _Faction, _Value, true); + + // Make the client refresh the icons on mission giver NPCs, at once + CCharacter *character = PlayerManager.getChar(entities[i]); + if (character) + character->sendEventForMissionAvailabilityCheck(); + } + + } + // Else we just give it to the guild + else + { + + if (entities.size() == 0) + return; + + CCharacter * user = PlayerManager.getChar( entities[0] ); + if (!user) + { + LOGMISSIONACTION("recv_fame : Invalid user"); + return; + } + + CGuild * guild = CGuildManager::getInstance()->getGuildFromId(user->getGuildId()); + if (guild) + { + CFameInterface::getInstance().addFameIndexed(guild->getEId(), _Faction, _Value, true); + } + else + { + LOGMISSIONACTION("recv_fame : Invalid guild id '" + NLMISC::toString(user->getGuildId()) + "'"); + return; + } + + // tell everyone some money has been given to the guild + for ( uint i = 0; i < entities.size(); i++ ) + { + // Make the client refresh the icons on mission giver NPCs, at once + CCharacter *character = PlayerManager.getChar(entities[i]); + if (character) + character->sendEventForMissionAvailabilityCheck(); + } + } };