using Server.Gumps; using Server.Mobiles; using Server.Network; namespace Server.Engines.MLQuests.Gumps { public class QuestLogDetailedGump : BaseQuestGump { private bool m_CloseGumps; private MLQuestInstance m_Instance; public QuestLogDetailedGump(MLQuestInstance instance, bool closeGumps = true) : base(1046026) // Quest Log { m_Instance = instance; m_CloseGumps = closeGumps; PlayerMobile pm = instance.Player; MLQuest quest = instance.Quest; if (closeGumps) { CloseOtherGumps(pm); pm.CloseGump(); } SetTitle(quest.Title); RegisterButton(ButtonPosition.Left, ButtonGraphic.Resign, 1); RegisterButton(ButtonPosition.Right, ButtonGraphic.Okay, 2); SetPageCount(3); BuildPage(); AddDescription(quest); if (instance.Failed) // only displayed on the first page AddHtmlLocalized(160, 80, 250, 16, 500039, 0x3C00); // Failed! BuildPage(); AddObjectivesProgress(instance); BuildPage(); AddRewardsPage(quest); } public override void OnResponse(NetState sender, RelayInfo info) { if (m_Instance.Removed) return; switch (info.ButtonID) { case 1: // Resign { // TODO: Custom reward loss protection? OSI doesn't have this //if ( m_Instance.ClaimReward ) // pm.SendMessage( "You cannot cancel a quest with rewards pending." ); //else sender.Mobile.SendGump(new QuestCancelConfirmGump(m_Instance, m_CloseGumps)); break; } case 2: // Okay { sender.Mobile.SendGump(new QuestLogGump(m_Instance.Player, m_CloseGumps)); break; } } } } }