Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cheatcodes.h"
#include "cmd.h"
#include "keyvalues.h"
#include "filesystem.h"
#include "tier2/tier2.h"
#include "inputsystem/iinputsystem.h"
#include "host.h"
#include "common.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=========================================================
// Cheat Codes
//=========================================================
#define CHEAT_NAME_MAX_LEN 32
#define CHEAT_CODE_MAX_LEN 10
#define CHEAT_COMMAND_MAX_LEN 128
static ButtonCode_t s_pKeyLog[CHEAT_CODE_MAX_LEN]; static int s_nKeyLogIndex = 0;
struct CheatCodeData_t { char szName[ CHEAT_NAME_MAX_LEN ];
bool bDevOnly;
int iCodeLength; ButtonCode_t pButtonCodes[ CHEAT_CODE_MAX_LEN ];
char szCommand[ CHEAT_COMMAND_MAX_LEN ]; }; static CUtlVector<CheatCodeData_t> s_CheatCodeCommands;
void ClearCheatCommands( void ) { s_CheatCodeCommands.RemoveAll(); }
void ReadCheatCommandsFromFile( char *pchFileName ) { #if defined( _CERT )
return; #endif
KeyValues *pCheatCodeKeys = new KeyValues( "cheat_codes" ); if ( pCheatCodeKeys->LoadFromFile( g_pFullFileSystem, pchFileName, NULL ) ) { KeyValues *pKey = NULL; for ( pKey = pCheatCodeKeys->GetFirstTrueSubKey(); pKey; pKey = pKey->GetNextTrueSubKey() ) { int iCheat = s_CheatCodeCommands.AddToTail(); CheatCodeData_t *pNewCheatCode = &(s_CheatCodeCommands[ iCheat ]);
Q_strncpy( pNewCheatCode->szName, pKey->GetName(), CHEAT_NAME_MAX_LEN ); // Get the name
pNewCheatCode->bDevOnly = ( pKey->GetInt( "dev", 0 ) != 0 ); // Get developer only flag
pNewCheatCode->iCodeLength = 0; // Start at zero code elements
Q_strncpy( pNewCheatCode->szCommand, pKey->GetString( "command", "echo \"Cheat code has no command!\"" ), CHEAT_COMMAND_MAX_LEN );
KeyValues *pSubKey = NULL; for ( pSubKey = pKey->GetFirstSubKey(); pSubKey; pSubKey = pSubKey->GetNextKey() ) { const char *pchType = pSubKey->GetName(); if ( Q_strcmp( pchType, "code" ) == 0 ) { AssertMsg( ( pNewCheatCode->iCodeLength < CHEAT_NAME_MAX_LEN ), "Cheat code elements exceeded max!" );
pNewCheatCode->pButtonCodes[ pNewCheatCode->iCodeLength ] = g_pInputSystem->StringToButtonCode( pSubKey->GetString() ); ++pNewCheatCode->iCodeLength; } }
if ( pNewCheatCode->iCodeLength < CHEAT_NAME_MAX_LEN ) { // If it's activation is a subsequence of another cheat, the longer cheat can't be activated!
DevWarning( "Cheat code \"%s\" has less than %i code elements!", pKey->GetName(), CHEAT_NAME_MAX_LEN ); } } }
pCheatCodeKeys->deleteThis(); }
//---------------------------------------------------------
//---------------------------------------------------------
void ResetKeyLogging() { s_nKeyLogIndex = 0; }
//---------------------------------------------------------
//---------------------------------------------------------
void LogKeyPress( ButtonCode_t code ) { #if defined( _CERT )
return; #endif
if ( s_nKeyLogIndex < CHEAT_CODE_MAX_LEN ) { // Log isn't full, so add it in the next spot
s_pKeyLog[ s_nKeyLogIndex ] = code; ++s_nKeyLogIndex; return; }
// Log is full so shift all data to the previous bucket
int i; for ( i = 0; i < CHEAT_CODE_MAX_LEN - 1; ++i ) { s_pKeyLog[ i ] = s_pKeyLog[ i + 1 ]; }
// Log into the last bucket
s_pKeyLog[ i ] = code; }
//---------------------------------------------------------
//---------------------------------------------------------
void CheckCheatCodes() { #if defined( _CERT )
return; #endif
// Loop through all cheat codes
int iNumCheatCodes = s_CheatCodeCommands.Count(); for ( int iCheatCode = 0; iCheatCode < iNumCheatCodes; ++iCheatCode ) { CheatCodeData_t *pCheatCode = &(s_CheatCodeCommands[ iCheatCode ]);
if ( pCheatCode->bDevOnly && !developer.GetBool() ) continue; // This cheat is only allowed in developer mode
int iLogIndex = s_nKeyLogIndex - pCheatCode->iCodeLength; // Check code against the back chunk of the log
if ( iLogIndex < 0 ) continue; // There's less codes in the log than we need
int iCode = 0;
while ( iCode < pCheatCode->iCodeLength && pCheatCode->pButtonCodes[ iCode ] == s_pKeyLog[ iLogIndex ] ) { ++iCode; ++iLogIndex; } if ( iCode == pCheatCode->iCodeLength ) { // Every part of the code was correct
DevMsg( "Cheat code \"%s\" activated!", pCheatCode->szName );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), va( "sv_cheats 1\n%s\n", pCheatCode->szCommand ) );
ResetKeyLogging(); return; } } }
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