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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
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@@ -1546,60 +1546,67 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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}
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/// Allow to load everywhere
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if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'l') )
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// ROMAN.MP
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// 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!
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if (!is_networked)
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{
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if( InputEvent.usKeyState & ALT_DOWN )
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/// Allow to load everywhere
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if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'l') )
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{
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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if( InputEvent.usKeyState & ALT_DOWN )
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{
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gfSaveGame = FALSE;
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gfCameDirectlyFromGame = TRUE;
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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gfSaveGame = FALSE;
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gfCameDirectlyFromGame = TRUE;
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guiPreviousOptionScreen = GAME_SCREEN;
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//Heinz: 28.02.09 BUGFIX: player doesn't need to see save/load screen
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//LeaveTacticalScreen( SAVE_LOAD_SCREEN );
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DoQuickLoad();
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guiPreviousOptionScreen = GAME_SCREEN;
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//Heinz: 28.02.09 BUGFIX: player doesn't need to see save/load screen
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//LeaveTacticalScreen( SAVE_LOAD_SCREEN );
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DoQuickLoad();
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}
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}
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}
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else if( InputEvent.usKeyState & CTRL_DOWN )
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{
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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else if( InputEvent.usKeyState & CTRL_DOWN )
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{
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gfSaveGame = FALSE;
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gfCameDirectlyFromGame = TRUE;
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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gfSaveGame = FALSE;
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gfCameDirectlyFromGame = TRUE;
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guiPreviousOptionScreen = GAME_SCREEN;
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LeaveTacticalScreen( SAVE_LOAD_SCREEN );
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guiPreviousOptionScreen = GAME_SCREEN;
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LeaveTacticalScreen( SAVE_LOAD_SCREEN );
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}
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}
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}
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}
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if (is_networked)
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{
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if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 's') )//allow saving 'always'//hayden
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{
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if( InputEvent.usKeyState & ALT_DOWN )
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// WANNE: Disabled the quick saving in a multiplayer game, because if you quit out of the save dialog,
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// you can move your merc even if it is not your turn.
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/*
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if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 's') )//allow saving 'always'//hayden
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{
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if( !fDisableMapInterfaceDueToBattle && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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if( InputEvent.usKeyState & ALT_DOWN )
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{
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if( !fDisableMapInterfaceDueToBattle && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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//if the game CAN be saved
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if( CanGameBeSaved() )
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{
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//if the game CAN be saved
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if( CanGameBeSaved() )
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{
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guiPreviousOptionScreen = GAME_SCREEN;
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//guiPreviousOptionScreen = guiCurrentScreen;
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DoQuickSave();
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}
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else
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{
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//Display a message saying the player cant save now
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DoMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TCTL_MSG__IRON_MAN_CANT_SAVE_NOW ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
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guiPreviousOptionScreen = GAME_SCREEN;
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//guiPreviousOptionScreen = guiCurrentScreen;
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DoQuickSave();
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}
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}
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else if( InputEvent.usKeyState & CTRL_DOWN )
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{
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else
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{
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//Display a message saying the player cant save now
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DoMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TCTL_MSG__IRON_MAN_CANT_SAVE_NOW ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
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}
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}
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else if( InputEvent.usKeyState & CTRL_DOWN )
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{
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if( !fDisableMapInterfaceDueToBattle && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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//if the game CAN be saved
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@@ -1616,11 +1623,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//Display a message saying the player cant save now
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DoMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TCTL_MSG__IRON_MAN_CANT_SAVE_NOW ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL);
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}
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}
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}
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}
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}
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}
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*/
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if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'e') )
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{
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if( InputEvent.usKeyState & ALT_DOWN )
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