Multiplayer: Fixed exploit, where a client (which does not currently have the turn) can still move when pressing CTRL + L or CTRL + S to open the Save/Load screen and then close the screen without loading/saving

o I just disabled loading/saving while in turn based mode in a multiplayer game

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4542 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-06-29 17:06:23 +00:00
parent 4c098a5097
commit 221bad1406
+50 -43
View File
@@ -1546,60 +1546,67 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
}
/// Allow to load everywhere
if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'l') )
// ROMAN.MP
// It is not allowed in a network game to go to the load screen, because if you cancel the load screen it is always your turn!
if (!is_networked)
{
if( InputEvent.usKeyState & ALT_DOWN )
/// Allow to load everywhere
if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'l') )
{
if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
if( InputEvent.usKeyState & ALT_DOWN )
{
gfSaveGame = FALSE;
gfCameDirectlyFromGame = TRUE;
if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
gfSaveGame = FALSE;
gfCameDirectlyFromGame = TRUE;
guiPreviousOptionScreen = GAME_SCREEN;
//Heinz: 28.02.09 BUGFIX: player doesn't need to see save/load screen
//LeaveTacticalScreen( SAVE_LOAD_SCREEN );
DoQuickLoad();
guiPreviousOptionScreen = GAME_SCREEN;
//Heinz: 28.02.09 BUGFIX: player doesn't need to see save/load screen
//LeaveTacticalScreen( SAVE_LOAD_SCREEN );
DoQuickLoad();
}
}
}
else if( InputEvent.usKeyState & CTRL_DOWN )
{
if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
else if( InputEvent.usKeyState & CTRL_DOWN )
{
gfSaveGame = FALSE;
gfCameDirectlyFromGame = TRUE;
if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
gfSaveGame = FALSE;
gfCameDirectlyFromGame = TRUE;
guiPreviousOptionScreen = GAME_SCREEN;
LeaveTacticalScreen( SAVE_LOAD_SCREEN );
guiPreviousOptionScreen = GAME_SCREEN;
LeaveTacticalScreen( SAVE_LOAD_SCREEN );
}
}
}
}
if (is_networked)
{
if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 's') )//allow saving 'always'//hayden
{
if( InputEvent.usKeyState & ALT_DOWN )
// WANNE: Disabled the quick saving in a multiplayer game, because if you quit out of the save dialog,
// you can move your merc even if it is not your turn.
/*
if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 's') )//allow saving 'always'//hayden
{
if( !fDisableMapInterfaceDueToBattle && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
if( InputEvent.usKeyState & ALT_DOWN )
{
if( !fDisableMapInterfaceDueToBattle && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
//if the game CAN be saved
if( CanGameBeSaved() )
{
//if the game CAN be saved
if( CanGameBeSaved() )
{
guiPreviousOptionScreen = GAME_SCREEN;
//guiPreviousOptionScreen = guiCurrentScreen;
DoQuickSave();
}
else
{
//Display a message saying the player cant save now
DoMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TCTL_MSG__IRON_MAN_CANT_SAVE_NOW ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
}
guiPreviousOptionScreen = GAME_SCREEN;
//guiPreviousOptionScreen = guiCurrentScreen;
DoQuickSave();
}
}
else if( InputEvent.usKeyState & CTRL_DOWN )
{
else
{
//Display a message saying the player cant save now
DoMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TCTL_MSG__IRON_MAN_CANT_SAVE_NOW ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
}
}
}
else if( InputEvent.usKeyState & CTRL_DOWN )
{
if( !fDisableMapInterfaceDueToBattle && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
//if the game CAN be saved
@@ -1616,11 +1623,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
//Display a message saying the player cant save now
DoMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TCTL_MSG__IRON_MAN_CANT_SAVE_NOW ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL);
}
}
}
}
}
}
*/
if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'e') )
{
if( InputEvent.usKeyState & ALT_DOWN )