//===== 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 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; } } }