Exploit fix: don't allow "apply item to others" cursor to reveal position of invisible enemy.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8976 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-04-25 12:26:58 +00:00
parent c3e961731a
commit e23e473333
3 changed files with 29 additions and 70 deletions
+5 -14
View File
@@ -257,7 +257,6 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
UINT16 usRaiseGunCost = 0;
UINT16 usTurningCost = 0;
// Remove any previous actions
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
@@ -300,12 +299,6 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
gTacticalStatus.ubAttackBusyCount = 0;
}
// if ( pTargetSoldier )
// {
// pTargetSoldier->bBeingAttackedCount = 0;
// }
// Check our soldier's life for unconscious!
if ( pSoldier->stats.bLife < OKLIFE )
{
@@ -1476,8 +1469,11 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
UINT8 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
// Flugente: apply misc items to other soldiers
if ( ItemCanBeAppliedToOthers( usHandItem ) )
// sevenfm: check that target soldier is visible
if (ItemCanBeAppliedToOthers(usHandItem) && ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible != 0)
{
// ATE: AI CANNOT GO THROUGH HERE!
BOOLEAN fHadToUseCursorPos = FALSE;
@@ -1499,12 +1495,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
sAPCost = GetAPsToApplyItem( pSoldier, sActionGridNo );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
// if we are at the action gridno, the item is a bomb, but nobody is at the gridno, do not apply and do not return - we will plant the bomb instead (handlded later in this function)
if ( Item[ usHandItem ].usItemClass == IC_BOMB && WhoIsThere2( usMapPos, pSoldier->pathing.bLevel ) == NOBODY )
{
;
}
else if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// OK, set UI
SetUIBusy( pSoldier->ubID );
+8 -25
View File
@@ -680,13 +680,13 @@ UINT32 HandleTacticalUI( void )
}
// Look for soldier full
if ( FindSoldier( usMapPos, &gusUIFullTargetID, &guiUIFullTargetFlags, ( FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) ) )
if (FindSoldier(usMapPos, &gusUIFullTargetID, &guiUIFullTargetFlags, (FINDSOLDIERSAMELEVEL(gsInterfaceLevel))))
{
gfUIFullTargetFound = TRUE;
}
// Look for soldier selective
if ( FindSoldier( usMapPos, &gusUISelectiveTargetID, &guiUISelectiveTargetFlags, FINDSOLDIERSELECTIVESAMELEVEL( gsInterfaceLevel ) ) )
if (FindSoldier(usMapPos, &gusUISelectiveTargetID, &guiUISelectiveTargetFlags, FINDSOLDIERSELECTIVESAMELEVEL(gsInterfaceLevel)))
{
gfUISelectiveTargetFound = TRUE;
}
@@ -4766,11 +4766,11 @@ INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT16 sAdjustedGridNo)
BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
{
UINT16 usInHand;
BOOLEAN fGuyHere = FALSE;
SOLDIERTYPE *pTSoldier;
UINT8 ubItemCursor;
INT32 usMapPos;
UINT16 usInHand;
BOOLEAN fGuyHere = FALSE;
SOLDIERTYPE *pTSoldier;
UINT8 ubItemCursor;
INT32 usMapPos;
if ( !GetMouseMapPos( &usMapPos ) )
{
@@ -4788,7 +4788,6 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
return( FALSE );
}
if ( ubItemCursor == WIRECUTCURS )
{
if ( IsCuttableWireFenceAtGridNo( usMapPos ) && pSoldier->pathing.bLevel == 0 )
@@ -4964,7 +4963,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
}
// SEE IF THERE IS SOMEBODY HERE
if ( gfUIFullTargetFound && ubItemCursor != KNIFECURS )
if ( gfUIFullTargetFound && ubItemCursor != KNIFECURS )
{
fGuyHere = TRUE;
@@ -4979,14 +4978,6 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
return( FALSE );
}
//if ( Item[ usInHand ].usItemClass == IC_BLADE && usInHand != THROWING_KNIFE )
//{
// if ( !fGuyHere )
// {
// return( FALSE );
// }
//}
if ( Item[ usInHand ].usItemClass == IC_PUNCH )
{
if ( !fGuyHere )
@@ -4995,14 +4986,6 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
}
}
//if ( Item[ usInHand ].usItemClass == IC_BLADE )
//{
// if ( !fGuyHere )
// {
// return( FALSE );
// }
//}
if ( Item[ usInHand ].usItemClass == IC_MEDKIT )
{
if ( !fGuyHere )
+16 -31
View File
@@ -254,26 +254,6 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
{
ubCursorID = HandleNonActivatedTossCursor( pSoldier, sTargetGridNo, fRecalc, uiCursorFlags, ubItemCursor );
}
#if 0
if ( gCurrentUIMode == ACTION_MODE && ubItemCursor == TRAJECTORYCURS && ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
// Alrighty, let's change the cursor!
if ( fRecalc && gfUIFullTargetFound )
{
// ATE: Check for ammo
if ( IsValidTargetMerc( (UINT8)gusUIFullTargetID ) && EnoughAmmo( pSoldier, FALSE, HANDPOS ) )
{
// IF it's an ememy, goto confirm action mode
if ( ( guiUIFullTargetFlags & ENEMY_MERC ) && ( guiUIFullTargetFlags & VISIBLE_MERC ) && !( guiUIFullTargetFlags & DEAD_MERC ) && !gfCannotGetThrough )
{
guiPendingOverrideEvent = A_CHANGE_TO_CONFIM_ACTION;
}
}
}
}
#endif
break;
case BOMBCURS:
@@ -2337,22 +2317,22 @@ UINT8 HandleHandcuffCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
return( HANDCUFF_RED_UICURSOR );
}
UINT8 HandleApplyItemCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags )
UINT8 HandleApplyItemCursor(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags)
{
// DRAW PATH TO GUY
HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_APPLYITEM );
if ( ItemCanBeAppliedToOthers( (&(pSoldier->inv[HANDPOS]))->usItem ) )
HandleUIMovementCursor(pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_APPLYITEM);
if (ItemCanBeAppliedToOthers((&(pSoldier->inv[HANDPOS]))->usItem))
{
// is there a person here?
UINT8 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
UINT8 ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
{
return( APPLYITEM_GREY_UICURSOR );
return(APPLYITEM_GREY_UICURSOR);
}
}
return( APPLYITEM_RED_UICURSOR );
return(APPLYITEM_RED_UICURSOR);
}
UINT8 HandleHackCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags )
@@ -2952,7 +2932,7 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
}
// Flugente: apply misc items to other soldiers
// exception: not for medical items (medkists can have drug effects that are applied during bandaging)
// exception: not for medical items (medkits can have drug effects that are applied during bandaging)
if ( ubCursor != AIDCURS && ItemCanBeAppliedToOthers( usInHand ) )
{
// if item is a bomb, only allow apply if hovering over a soldier (otherwise we cannot mine anymore)
@@ -2962,12 +2942,17 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( GetMouseMapPos( &usMapPos ) )
{
// is there a person here?
if ( WhoIsThere2( usMapPos, pSoldier->pathing.bLevel ) != NOBODY )
ubCursor = APPLYITEMCURS;
UINT8 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
{
ubCursor = APPLYITEMCURS;
}
}
}
else
{
ubCursor = APPLYITEMCURS;
}
}
// WANNE.WATER: Allow shooting if we are on a "water" tile, but on level > 0