/// <summary> /// private internal Events on quest selections /// changed: 02.10.05 /// </summary> private void DoQuestEvents( Character c, BaseQuest bq ) { if ( c.QuestDone( bq ) ) return; if ( !c.QuestCompleted( bq ) ) { if ( !c.HaveQuest( bq ) ) { if ( bq.HaveDeliveryObj && !HaveFreeSlot( c ) ) // quest need free slot { c.QuestFailed( qFailedReason.InventoryFull ); } else if ( AmountActiveQuests( c ) >= 20 ) // questLog is full { c.QuestLogIsFull(); } else // can get quest {//need add questEmotion[] on get quest c.ResponseQuestDetails( this, bq.Id, bq.Name, bq.Desc, bq.Details, getEmoteOnStart( bq ) ); //c.ResponseQuestDetails( this, bq.Id, bq.Name, bq.Desc, bq.Details, new qEmote[] { new qEmote( Emote.ONESHOT_TALK, 500 ) } ); } } else { //c.QuestInvalid( qInvalidReason.ReadyHaveThatQuest ); c.SendGossip( this, OnlyQuests ? (int)NPCMenuId.Quests : (int)NPCMenuId.MainMenu, null, null ); //c.ResponseMessage( this, OnlyQuests ? (int)NPCMenuId.Quests : (int)NPCMenuId.MainMenu, bq.ProgressDialog ); } } else if ( c.QuestCompleted( bq ) ) {//need add questEmotion[] on complete quest c.OfferReward( this, bq.Id, bq.FinishTitle, bq.FinishDialog, getEmoteOnEnd( bq ) ); //c.OfferReward( this, bq.Id, bq.FinishTitle, bq.FinishDialog, new qEmote[] { new qEmote( Emote.ONESHOT_TALK, 500 ) } ); } }