#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Engines/MLQuests/MLQuestContext.cs
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Scripts/Engines/MLQuests/MLQuestContext.cs
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Server.Mobiles;
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using Server.Engines.MLQuests.Objectives;
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namespace Server.Engines.MLQuests
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{
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[Flags]
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public enum MLQuestFlag
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{
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None = 0x00,
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Spellweaving = 0x01,
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SummonFey = 0x02,
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SummonFiend = 0x04,
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BedlamAccess = 0x08
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}
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[PropertyObject]
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public class MLQuestContext
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{
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private class MLDoneQuestInfo
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{
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public MLQuest m_Quest;
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public DateTime m_NextAvailable;
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public MLDoneQuestInfo( MLQuest quest, DateTime nextAvailable )
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{
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m_Quest = quest;
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m_NextAvailable = nextAvailable;
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}
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public void Serialize( GenericWriter writer )
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{
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MLQuestSystem.WriteQuestRef( writer, m_Quest );
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writer.Write( m_NextAvailable );
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}
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public static MLDoneQuestInfo Deserialize( GenericReader reader, int version )
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{
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MLQuest quest = MLQuestSystem.ReadQuestRef( reader );
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DateTime nextAvailable = reader.ReadDateTime();
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if ( quest == null || !quest.RecordCompletion )
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return null; // forget about this record
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return new MLDoneQuestInfo( quest, nextAvailable );
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}
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}
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private PlayerMobile m_Owner;
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private List<MLQuestInstance> m_QuestInstances;
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private List<MLDoneQuestInfo> m_DoneQuests;
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private List<MLQuest> m_ChainOffers;
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private MLQuestFlag m_Flags;
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public PlayerMobile Owner
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{
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get { return m_Owner; }
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}
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public List<MLQuestInstance> QuestInstances
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{
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get { return m_QuestInstances; }
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}
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public List<MLQuest> ChainOffers
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{
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get { return m_ChainOffers; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool IsFull
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{
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get { return m_QuestInstances.Count >= MLQuestSystem.MaxConcurrentQuests; }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool Spellweaving
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{
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get { return GetFlag( MLQuestFlag.Spellweaving ); }
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set { SetFlag( MLQuestFlag.Spellweaving, value ); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool SummonFey
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{
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get { return GetFlag( MLQuestFlag.SummonFey ); }
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set { SetFlag( MLQuestFlag.SummonFey, value ); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool SummonFiend
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{
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get { return GetFlag( MLQuestFlag.SummonFiend ); }
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set { SetFlag( MLQuestFlag.SummonFiend, value ); }
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}
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[CommandProperty( AccessLevel.GameMaster )]
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public bool BedlamAccess
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{
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get { return GetFlag( MLQuestFlag.BedlamAccess ); }
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set { SetFlag( MLQuestFlag.BedlamAccess, value ); }
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}
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public MLQuestContext( PlayerMobile owner )
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{
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m_Owner = owner;
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m_QuestInstances = new List<MLQuestInstance>();
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m_DoneQuests = new List<MLDoneQuestInfo>();
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m_ChainOffers = new List<MLQuest>();
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m_Flags = MLQuestFlag.None;
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}
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public bool HasDoneQuest( Type questType )
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{
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MLQuest quest = MLQuestSystem.FindQuest( questType );
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return ( quest != null && HasDoneQuest( quest ) );
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}
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public bool HasDoneQuest( MLQuest quest )
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{
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foreach ( MLDoneQuestInfo info in m_DoneQuests )
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{
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if ( info.m_Quest == quest )
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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 HasDoneQuest( MLQuest quest, out DateTime nextAvailable )
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{
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nextAvailable = DateTime.MinValue;
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foreach ( MLDoneQuestInfo info in m_DoneQuests )
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{
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if ( info.m_Quest == quest )
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{
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nextAvailable = info.m_NextAvailable;
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return true;
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}
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}
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return false;
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}
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public void SetDoneQuest( MLQuest quest )
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{
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SetDoneQuest( quest, DateTime.MinValue );
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}
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public void SetDoneQuest( MLQuest quest, DateTime nextAvailable )
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{
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foreach ( MLDoneQuestInfo info in m_DoneQuests )
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{
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if ( info.m_Quest == quest )
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{
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info.m_NextAvailable = nextAvailable;
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return;
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}
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}
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m_DoneQuests.Add( new MLDoneQuestInfo( quest, nextAvailable ) );
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}
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public void RemoveDoneQuest( MLQuest quest )
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{
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for ( int i = m_DoneQuests.Count - 1; i >= 0; --i )
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{
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MLDoneQuestInfo info = m_DoneQuests[i];
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if ( info.m_Quest == quest )
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m_DoneQuests.RemoveAt( i );
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}
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}
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public void HandleDeath()
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{
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for ( int i = m_QuestInstances.Count - 1; i >= 0; --i )
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m_QuestInstances[i].OnPlayerDeath();
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}
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public void HandleDeletion()
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{
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for ( int i = m_QuestInstances.Count - 1; i >= 0; --i )
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m_QuestInstances[i].Remove();
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}
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public MLQuestInstance FindInstance( Type questType )
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{
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MLQuest quest = MLQuestSystem.FindQuest( questType );
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if ( quest == null )
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return null;
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return FindInstance( quest );
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}
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public MLQuestInstance FindInstance( MLQuest quest )
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{
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foreach ( MLQuestInstance instance in m_QuestInstances )
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{
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if ( instance.Quest == quest )
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return instance;
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}
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return null;
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}
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public bool IsDoingQuest( Type questType )
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{
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MLQuest quest = MLQuestSystem.FindQuest( questType );
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return ( quest != null && IsDoingQuest( quest ) );
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}
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public bool IsDoingQuest( MLQuest quest )
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{
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return ( FindInstance( quest ) != null );
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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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writer.WriteMobile<PlayerMobile>( m_Owner );
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writer.Write( m_QuestInstances.Count );
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foreach ( MLQuestInstance instance in m_QuestInstances )
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instance.Serialize( writer );
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writer.Write( m_DoneQuests.Count );
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foreach ( MLDoneQuestInfo info in m_DoneQuests )
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info.Serialize( writer );
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writer.Write( m_ChainOffers.Count );
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foreach ( MLQuest quest in m_ChainOffers )
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MLQuestSystem.WriteQuestRef( writer, quest );
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writer.WriteEncodedInt( (int)m_Flags );
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}
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public MLQuestContext( GenericReader reader, int version )
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{
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m_Owner = reader.ReadMobile<PlayerMobile>();
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m_QuestInstances = new List<MLQuestInstance>();
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m_DoneQuests = new List<MLDoneQuestInfo>();
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m_ChainOffers = new List<MLQuest>();
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int instances = reader.ReadInt();
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for ( int i = 0; i < instances; ++i )
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{
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MLQuestInstance instance = MLQuestInstance.Deserialize( reader, version, m_Owner );
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if ( instance != null )
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m_QuestInstances.Add( instance );
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}
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int doneQuests = reader.ReadInt();
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for ( int i = 0; i < doneQuests; ++i )
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{
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MLDoneQuestInfo info = MLDoneQuestInfo.Deserialize( reader, version );
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if ( info != null )
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m_DoneQuests.Add( info );
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}
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int chainOffers = reader.ReadInt();
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for ( int i = 0; i < chainOffers; ++i )
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{
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MLQuest quest = MLQuestSystem.ReadQuestRef( reader );
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if ( quest != null && quest.IsChainTriggered )
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m_ChainOffers.Add( quest );
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}
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m_Flags = (MLQuestFlag)reader.ReadEncodedInt();
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}
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public bool GetFlag( MLQuestFlag flag )
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{
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return ( ( m_Flags & flag ) != 0 );
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}
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public void SetFlag( MLQuestFlag 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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}
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}
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