using System; using Server.Network; using Server.Targeting; using Server.Items; using Server.Regions; namespace Server.Items { public interface ILockpickable : IPoint2D { int LockLevel{ get; set; } bool Locked{ get; set; } Mobile Picker{ get; set; } int MaxLockLevel{ get; set; } int RequiredSkill{ get; set; } void LockPick( Mobile from ); } [FlipableAttribute( 0x14fc, 0x14fb )] public class Lockpick : Item { [Constructable] public Lockpick() : this( 1 ) { } [Constructable] public Lockpick( int amount ) : base( 0x14FC ) { Stackable = true; Amount = amount; } public Lockpick( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 1 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); if ( version == 0 && Weight == 0.1 ) Weight = -1; } public override void OnDoubleClick( Mobile from ) { from.SendLocalizedMessage( 502068 ); // What do you want to pick? from.Target = new InternalTarget( this ); } private class InternalTarget : Target { private Lockpick m_Item; public InternalTarget( Lockpick item ) : base( 1, false, TargetFlags.None ) { m_Item = item; } protected override void OnTarget( Mobile from, object targeted ) { if ( m_Item.Deleted ) return; if ( targeted is LootChest ) ((LootChest)targeted).Setup(); if ( targeted is BaseDoor && from.Region is DungeonRegion ) { BaseDoor door = (BaseDoor)targeted; if ( door.Sealed > DateTime.Now ) { from.PlaySound( 0x241 ); door.Sealed = DateTime.MinValue; door.SendLocalizedMessageTo( from, 502076 ); } else { from.SendLocalizedMessage( 502069 ); // This does not appear to be locked } } else if ( targeted is ILockpickable ) { Item item = (Item)targeted; from.Direction = from.GetDirectionTo( item ); if ( ((ILockpickable)targeted).Locked ) { from.PlaySound( 0x241 ); new InternalTimer( from, (ILockpickable)targeted, m_Item ).Start(); } else { // The door is not locked from.SendLocalizedMessage( 502069 ); // This does not appear to be locked } } else { from.SendLocalizedMessage( 501666 ); // You can't unlock that! } } private class InternalTimer : Timer { private Mobile m_From; private ILockpickable m_Item; private Lockpick m_Lockpick; public InternalTimer( Mobile from, ILockpickable item, Lockpick lockpick ) : base( TimeSpan.FromSeconds( 3.0 ) ) { m_From = from; m_Item = item; m_Lockpick = lockpick; Priority = TimerPriority.TwoFiftyMS; } protected void BrokeLockPickTest() { // When failed, a 25% chance to break the lockpick if ( Utility.Random( 4 ) == 0 ) { Item item = (Item)m_Item; // You broke the lockpick. item.SendLocalizedMessageTo( m_From, 502074 ); m_From.PlaySound( 0x3A4 ); m_Lockpick.Consume(); } } protected override void OnTick() { Item item = (Item)m_Item; if ( !m_From.InRange( item.GetWorldLocation(), 1 ) ) return; if ( m_Item.LockLevel == 0 || m_Item.LockLevel == -255 ) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo( m_From, 502073 ); // This lock cannot be picked by normal means return; } if ( m_From.Skills[SkillName.Lockpicking].Value < m_Item.RequiredSkill ) { /* // Do some training to gain skills m_From.CheckSkill( SkillName.Lockpicking, 0, m_Item.LockLevel );*/ // The LockLevel is higher thant the LockPicking of the player item.SendLocalizedMessageTo( m_From, 502072 ); // You don't see how that lock can be manipulated. return; } if ( m_From.CheckTargetSkill( SkillName.Lockpicking, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel ) ) { // Success! Pick the lock! item.SendLocalizedMessageTo( m_From, 502076 ); // The lock quickly yields to your skill. m_From.PlaySound( 0x4A ); m_Item.LockPick( m_From ); } else { // The player failed to pick the lock BrokeLockPickTest(); item.SendLocalizedMessageTo( m_From, 502075 ); // You are unable to pick the lock. } } } } } }