Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -3,167 +3,167 @@ using Server.Targeting;
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; }
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 );
}
void LockPick(Mobile from);
}
[Flippable(0x14fc, 0x14fb)]
public class Lockpick : Item
{
[Constructible]
public Lockpick() : this(1)
{
}
[FlippableAttribute( 0x14fc, 0x14fb )]
public class Lockpick : Item
{
[Constructible]
public Lockpick() : this( 1 )
{
}
[Constructible]
public Lockpick(int amount) : base(0x14FC)
{
Stackable = true;
Amount = amount;
}
[Constructible]
public Lockpick( int amount ) : base( 0x14FC )
{
Stackable = true;
Amount = amount;
}
public Lockpick(Serial serial) : base(serial)
{
}
public Lockpick( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write( (int) 1 ); // version
}
writer.Write(1); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
int version = reader.ReadInt();
if ( version == 0 && Weight == 0.1 )
Weight = -1;
}
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 );
}
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;
private class InternalTarget : Target
{
private Lockpick m_Item;
public InternalTarget( Lockpick item ) : base( 1, false, TargetFlags.None )
{
m_Item = 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;
protected override void OnTarget(Mobile from, object targeted)
{
if (m_Item.Deleted)
return;
if ( targeted is ILockpickable lockpickable )
{
Item item = lockpickable as Item;
from.Direction = from.GetDirectionTo( item );
if (targeted is ILockpickable lockpickable)
{
Item item = lockpickable as Item;
from.Direction = from.GetDirectionTo(item);
if ( lockpickable.Locked )
{
from.PlaySound( 0x241 );
if (lockpickable.Locked)
{
from.PlaySound(0x241);
new InternalTimer( from, lockpickable, 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!
}
}
new InternalTimer(from, lockpickable, 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;
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;
}
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;
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 );
// You broke the lockpick.
item.SendLocalizedMessageTo(m_From, 502074);
m_From.PlaySound( 0x3A4 );
m_Lockpick.Consume();
}
}
m_From.PlaySound(0x3A4);
m_Lockpick.Consume();
}
}
protected override void OnTick()
{
Item item = (Item)m_Item;
protected override void OnTick()
{
Item item = (Item)m_Item;
if ( !m_From.InRange( item.GetWorldLocation(), 1 ) )
return;
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_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 );*/
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;
}
// 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.
}
}
}
}
}
}
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.
}
}
}
}
}
}