ok I had some time to look at this... i disabled my code and I found I could click on the door for a while and it still wouldn't open. It looks like Client::Message_StringID(4,DOORS_LOCKED) has been hijacked with a flags check to unlock the door....
So one fix and one change.
In ./zone/doors.cpp it should look like:
Code:
// a key is required or the door is locked but can be picked or both
sender->Message(4,"This is locked..."); // debug spam - should probably go
if (sender->GetGM()) // GM can always open locks - should probably be changed to require a key
{
sender->Message_StringID(4,DOORS_GM);
if( !IsDoorOpen() || opentype == 58 )
{
md->action = OPEN_DOOR;
}
else
{
md->action = CLOSE_DOOR;
}
}
else if (playerkey)
{ // they have something they are trying to open it with
if (keyneeded && keyneeded == playerkey)
{ // key required and client is using the right key
/*NEW*/ sender->KeyRingAdd(playerkey);
sender->Message(4,"You got it open!"); // more debug spam
if( !IsDoorOpen() || opentype == 58 )
{
md->action = OPEN_DOOR;
}
else
{
md->action = CLOSE_DOOR;
}
}
}
else if(lockpicks != NULL)
{
if(sender->GetSkill(PICK_LOCK))
{
if(lockpicks->GetItem()->ItemType == ItemTypeLockPick)
{
float modskill=sender->GetSkill(PICK_LOCK);
sender->CheckIncreaseSkill(PICK_LOCK, 1);
#if EQDEBUG>=5
LogFile->write(EQEMuLog::Debug,"Client has lockpicks: skill=%f", modskill);
#endif
if(GetLockpick() <= modskill)
{
if(!IsDoorOpen())
{
md->action = OPEN_DOOR;
}
else
{
md->action = CLOSE_DOOR;
}
sender->Message_StringID(4,DOORS_SUCCESSFUL_PICK);
}
else
{
sender->Message_StringID(4,DOORS_INSUFFICIENT_SKILL);
return;
}
}
else
{
sender->Message_StringID(4,DOORS_NO_PICK);
return;
}
}
else
{
sender->Message_StringID(4,DOORS_CANT_PICK);
return;
}
}
else
{ // locked door and nothing to open it with
//search for key on keyring
/*NEW*/ if(sender->KeyRingCheck(keyneeded)){
/*NEW*/ sender->Message(4,"You got it open!"); // more debug spam
/*NEW*/ if( !IsDoorOpen() || opentype == 58 )
/*NEW*/ {
/*NEW*/ md->action = OPEN_DOOR;
/*NEW*/ }
/*NEW*/ else
/*NEW*/ {
/*NEW*/ md->action = CLOSE_DOOR;
/*NEW*/ }
/*NEW*/ }
/*NEW*/ else
/*NEW*/ {
sender->Message_StringID(4,DOORS_LOCKED);
return;
/*NEW*/ }
}
}
Then in ./zone/client.cpp add to very start of Client::KeyRingAdd()
Code:
if(0==item_id)return;
Now the PoI factory door works. The message is still FUNKY but whatever.