mirror of
https://github.com/runuo/runuo
synced 2026-08-11 22:26:04 -04:00
Convert movement, actions (lift/use), combat, and spells to use Core.TickCount and avoid DateTime caveats (performance, system time dependency, etc) Refactor DateTime.Now to DateTime.UtcNow Add LOS check for Iron Maiden addon
534 lines
13 KiB
C#
534 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using Server;
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using Server.Engines.MLQuests.Objectives;
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using Server.Mobiles;
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using Server.Network;
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using Server.Engines.MLQuests.Gumps;
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using Server.Engines.MLQuests.Rewards;
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namespace Server.Engines.MLQuests
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{
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[Flags]
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public enum MLQuestInstanceFlags : byte
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{
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None = 0x00,
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ClaimReward = 0x01,
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Removed = 0x02,
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Failed = 0x04
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}
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public class MLQuestInstance
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{
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private MLQuest m_Quest;
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private IQuestGiver m_Quester;
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private Type m_QuesterType;
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private PlayerMobile m_Player;
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private DateTime m_Accepted;
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private MLQuestInstanceFlags m_Flags;
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private BaseObjectiveInstance[] m_ObjectiveInstances;
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private Timer m_Timer;
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public MLQuestInstance( MLQuest quest, IQuestGiver quester, PlayerMobile player )
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{
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m_Quest = quest;
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m_Quester = quester;
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m_QuesterType = ( quester == null ) ? null : quester.GetType();
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m_Player = player;
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m_Accepted = DateTime.UtcNow;
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m_Flags = MLQuestInstanceFlags.None;
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m_ObjectiveInstances = new BaseObjectiveInstance[quest.Objectives.Count];
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BaseObjectiveInstance obj;
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bool timed = false;
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for ( int i = 0; i < quest.Objectives.Count; ++i )
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{
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m_ObjectiveInstances[i] = obj = quest.Objectives[i].CreateInstance( this );
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if ( obj.IsTimed )
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timed = true;
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}
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Register();
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if ( timed )
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m_Timer = Timer.DelayCall( TimeSpan.FromSeconds( 5 ), TimeSpan.FromSeconds( 5 ), Slice );
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}
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private void Register()
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{
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if ( m_Quest != null && m_Quest.Instances != null )
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m_Quest.Instances.Add( this );
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if ( m_Player != null )
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PlayerContext.QuestInstances.Add( this );
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}
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private void Unregister()
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{
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if ( m_Quest != null && m_Quest.Instances != null )
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m_Quest.Instances.Remove( this );
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if ( m_Player != null )
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PlayerContext.QuestInstances.Remove( this );
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Removed = true;
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}
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public MLQuest Quest
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{
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get { return m_Quest; }
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set { m_Quest = value; }
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}
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public IQuestGiver Quester
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{
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get { return m_Quester; }
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set
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{
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m_Quester = value;
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m_QuesterType = ( value == null ) ? null : value.GetType();
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}
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}
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public Type QuesterType
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{
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get { return m_QuesterType; }
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}
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public PlayerMobile Player
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{
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get { return m_Player; }
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set { m_Player = value; }
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}
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public MLQuestContext PlayerContext
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{
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get { return MLQuestSystem.GetOrCreateContext( m_Player ); }
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}
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public DateTime Accepted
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{
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get { return m_Accepted; }
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set { m_Accepted = value; }
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}
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public bool ClaimReward
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{
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get { return GetFlag( MLQuestInstanceFlags.ClaimReward ); }
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set { SetFlag( MLQuestInstanceFlags.ClaimReward, value ); }
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}
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public bool Removed
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{
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get { return GetFlag( MLQuestInstanceFlags.Removed ); }
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set { SetFlag( MLQuestInstanceFlags.Removed, value ); }
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}
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public bool Failed
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{
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get { return GetFlag( MLQuestInstanceFlags.Failed ); }
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set { SetFlag( MLQuestInstanceFlags.Failed, value ); }
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}
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public BaseObjectiveInstance[] Objectives
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{
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get { return m_ObjectiveInstances; }
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set { m_ObjectiveInstances = value; }
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}
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public bool AllowsQuestItem( Item item, Type type )
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{
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foreach ( BaseObjectiveInstance objective in m_ObjectiveInstances )
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{
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if ( !objective.Expired && objective.AllowsQuestItem( item, type ) )
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return true;
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}
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return false;
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}
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public bool IsCompleted()
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{
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bool requiresAll = ( m_Quest.ObjectiveType == ObjectiveType.All );
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foreach ( BaseObjectiveInstance obj in m_ObjectiveInstances )
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{
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bool complete = obj.IsCompleted();
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if ( complete && !requiresAll )
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return true;
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else if ( !complete && requiresAll )
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return false;
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}
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return requiresAll;
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}
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public void CheckComplete()
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{
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if ( IsCompleted() )
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{
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m_Player.PlaySound( 0x5B5 ); // public sound
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foreach ( BaseObjectiveInstance obj in m_ObjectiveInstances )
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obj.OnQuestCompleted();
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TextDefinition.SendMessageTo( m_Player, m_Quest.CompletionNotice, 0x23 );
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/*
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* Advance to the ClaimReward=true stage if this quest has no
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* completion message to show anyway. This suppresses further
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* triggers of CheckComplete.
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*
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* For quests that require collections, this is done later when
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* the player double clicks the quester.
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*/
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if ( !Removed && SkipReportBack && !m_Quest.RequiresCollection ) // An OnQuestCompleted can potentially have removed this instance already
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ContinueReportBack( false );
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}
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}
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public void Fail()
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{
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Failed = true;
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}
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private void Slice()
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{
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if ( ClaimReward || Removed )
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{
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StopTimer();
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return;
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}
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bool hasAnyFails = false;
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bool hasAnyLeft = false;
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foreach ( BaseObjectiveInstance obj in m_ObjectiveInstances )
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{
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if ( !obj.Expired )
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{
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if ( obj.IsTimed && obj.EndTime <= DateTime.UtcNow )
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{
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m_Player.SendLocalizedMessage( 1072258 ); // You failed to complete an objective in time!
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obj.Expired = true;
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obj.OnExpire();
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hasAnyFails = true;
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}
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else
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{
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hasAnyLeft = true;
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}
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}
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}
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if ( ( m_Quest.ObjectiveType == ObjectiveType.All && hasAnyFails ) || !hasAnyLeft )
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Fail();
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if ( !hasAnyLeft )
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StopTimer();
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}
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public void SendProgressGump()
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{
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m_Player.SendGump( new QuestConversationGump( m_Quest, m_Player, m_Quest.InProgressMessage ) );
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}
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public void SendRewardOffer()
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{
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m_Quest.GetRewards( this );
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}
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// TODO: Split next quest stuff from SendRewardGump stuff?
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public void SendRewardGump()
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{
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Type nextQuestType = m_Quest.NextQuest;
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if ( nextQuestType != null )
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{
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ClaimRewards(); // skip reward gump
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if ( Removed ) // rewards were claimed successfully
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{
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MLQuest nextQuest = MLQuestSystem.FindQuest( nextQuestType );
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if ( nextQuest != null )
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nextQuest.SendOffer( m_Quester, m_Player );
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}
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}
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else
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{
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m_Player.SendGump( new QuestRewardGump( this ) );
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}
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}
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public bool SkipReportBack
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{
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get { return TextDefinition.IsNullOrEmpty( m_Quest.CompletionMessage ); }
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}
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public void SendReportBackGump()
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{
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if ( SkipReportBack )
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ContinueReportBack( true ); // skip ahead
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else
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m_Player.SendGump( new QuestReportBackGump( this ) );
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}
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public void ContinueReportBack( bool sendRewardGump )
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{
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// There is a backpack check here on OSI for the rewards as well (even though it's not needed...)
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if ( m_Quest.ObjectiveType == ObjectiveType.All )
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{
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// TODO: 1115877 - You no longer have the required items to complete this quest.
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foreach ( BaseObjectiveInstance objective in m_ObjectiveInstances )
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{
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if ( !objective.IsCompleted() )
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return;
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}
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foreach ( BaseObjectiveInstance objective in m_ObjectiveInstances )
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{
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if ( !objective.OnBeforeClaimReward() )
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return;
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}
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foreach ( BaseObjectiveInstance objective in m_ObjectiveInstances )
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objective.OnClaimReward();
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}
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else
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{
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/* The following behavior is unverified, as OSI (currently) has no collect quest requiring
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* only one objective to be completed. It is assumed that only one objective is claimed
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* (the first completed one), even when multiple are complete.
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*/
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bool complete = false;
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foreach ( BaseObjectiveInstance objective in m_ObjectiveInstances )
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{
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if ( objective.IsCompleted() )
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{
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if ( objective.OnBeforeClaimReward() )
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{
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complete = true;
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objective.OnClaimReward();
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}
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break;
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}
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}
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if ( !complete )
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return;
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}
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ClaimReward = true;
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if ( m_Quest.HasRestartDelay )
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PlayerContext.SetDoneQuest( m_Quest, DateTime.UtcNow + m_Quest.GetRestartDelay() );
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// This is correct for ObjectiveType.Any as well
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foreach ( BaseObjectiveInstance objective in m_ObjectiveInstances )
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objective.OnAfterClaimReward();
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if ( sendRewardGump )
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SendRewardOffer();
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}
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public void ClaimRewards()
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{
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if ( m_Quest == null || m_Player == null || m_Player.Deleted || !ClaimReward || Removed )
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return;
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List<Item> rewards = new List<Item>();
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foreach ( BaseReward reward in m_Quest.Rewards )
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reward.AddRewardItems( m_Player, rewards );
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if ( rewards.Count != 0 )
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{
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// On OSI a more naive method of checking is used.
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// For containers, only the actual container item counts.
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bool canFit = true;
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foreach ( Item rewardItem in rewards )
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{
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if ( !m_Player.AddToBackpack( rewardItem ) )
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{
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canFit = false;
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break;
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}
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}
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if ( !canFit )
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{
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foreach ( Item rewardItem in rewards )
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rewardItem.Delete();
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m_Player.SendLocalizedMessage( 1078524 ); // Your backpack is full. You cannot complete the quest and receive your reward.
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return;
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}
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foreach ( Item rewardItem in rewards )
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{
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string rewardName = ( rewardItem.Name != null ) ? rewardItem.Name : String.Concat( "#", rewardItem.LabelNumber );
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if ( rewardItem.Stackable )
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m_Player.SendLocalizedMessage( 1115917, String.Concat( rewardItem.Amount, "\t", rewardName ) ); // You receive a reward: ~1_QUANTITY~ ~2_ITEM~
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else
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m_Player.SendLocalizedMessage( 1074360, rewardName ); // You receive a reward: ~1_REWARD~
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}
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}
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foreach ( BaseObjectiveInstance objective in m_ObjectiveInstances )
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objective.OnRewardClaimed();
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m_Quest.OnRewardClaimed( this );
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MLQuestContext context = PlayerContext;
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if ( m_Quest.RecordCompletion && !m_Quest.HasRestartDelay ) // Quests with restart delays are logged earlier as per OSI
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context.SetDoneQuest( m_Quest );
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if ( m_Quest.IsChainTriggered )
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context.ChainOffers.Remove( m_Quest );
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Type nextQuestType = m_Quest.NextQuest;
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if ( nextQuestType != null )
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{
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MLQuest nextQuest = MLQuestSystem.FindQuest( nextQuestType );
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if ( nextQuest != null && !context.ChainOffers.Contains( nextQuest ) )
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context.ChainOffers.Add( nextQuest );
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}
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Remove();
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}
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public void Cancel()
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{
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Cancel( false );
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}
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public void Cancel( bool removeChain )
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{
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Remove();
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m_Player.SendSound( 0x5B3 ); // private sound
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foreach ( BaseObjectiveInstance obj in m_ObjectiveInstances )
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obj.OnQuestCancelled();
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m_Quest.OnCancel( this );
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if ( removeChain )
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PlayerContext.ChainOffers.Remove( m_Quest );
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}
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public void Remove()
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{
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Unregister();
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StopTimer();
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}
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private void StopTimer()
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{
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if ( m_Timer != null )
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{
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m_Timer.Stop();
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m_Timer = null;
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}
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}
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public void OnQuesterDeleted()
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{
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foreach ( BaseObjectiveInstance obj in m_ObjectiveInstances )
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obj.OnQuesterDeleted();
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m_Quest.OnQuesterDeleted( this );
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}
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public void OnPlayerDeath()
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{
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foreach ( BaseObjectiveInstance obj in m_ObjectiveInstances )
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obj.OnPlayerDeath();
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m_Quest.OnPlayerDeath( this );
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}
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private bool GetFlag( MLQuestInstanceFlags flag )
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{
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return ( ( m_Flags & flag ) != 0 );
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}
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private void SetFlag( MLQuestInstanceFlags flag, bool value )
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{
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if ( value )
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m_Flags |= flag;
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else
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m_Flags &= ~flag;
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}
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public void Serialize( GenericWriter writer )
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{
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// Version info is written in MLQuestPersistence.Serialize
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MLQuestSystem.WriteQuestRef( writer, m_Quest );
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if ( m_Quester == null || m_Quester.Deleted )
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writer.Write( Serial.MinusOne );
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else
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writer.Write( m_Quester.Serial );
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writer.Write( ClaimReward );
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writer.Write( m_ObjectiveInstances.Length );
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foreach ( BaseObjectiveInstance objInstance in m_ObjectiveInstances )
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objInstance.Serialize( writer );
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}
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public static MLQuestInstance Deserialize( GenericReader reader, int version, PlayerMobile pm )
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{
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MLQuest quest = MLQuestSystem.ReadQuestRef( reader );
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// TODO: Serialize quester TYPE too, the quest giver reference then becomes optional (only for escorts)
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IQuestGiver quester = World.FindEntity( reader.ReadInt() ) as IQuestGiver;
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bool claimReward = reader.ReadBool();
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int objectives = reader.ReadInt();
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MLQuestInstance instance;
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if ( quest != null && quester != null && pm != null )
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{
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instance = quest.CreateInstance( quester, pm );
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instance.ClaimReward = claimReward;
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}
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else
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{
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instance = null;
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}
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for ( int i = 0; i < objectives; ++i )
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BaseObjectiveInstance.Deserialize( reader, version, ( instance != null && i < instance.Objectives.Length ) ? instance.Objectives[i] : null );
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if ( instance != null )
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instance.Slice();
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return instance;
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}
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}
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}
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