Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <stdio.h>
#ifdef IS_WINDOWS_PC
#include <memory.h>
#include <windows.h>
#endif
#include "ContentControlDialog.h"
#include "checksum_md5.h"
#include "EngineInterface.h"
#include <vgui/IInput.h>
#include <vgui/ISystem.h>
#include <vgui/ISurface.h>
#include "tier1/KeyValues.h"
#include "tier1/convar.h"
#include <vgui_controls/Button.h>
#include <vgui_controls/CheckButton.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/RadioButton.h>
#include <vgui_controls/TextEntry.h>
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#if defined( _PS3 )
#include "ps3/ps3_core.h"
#include "ps3/ps3_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Basic help dialog
//-----------------------------------------------------------------------------
CContentControlDialog::CContentControlDialog(vgui::Panel *parent) : vgui::Frame(parent, "ContentControlDialog")
{
SetBounds(0, 0, 372, 160);
SetSizeable( false );
SetTitle( "#GameUI_ContentLock", true );
m_pStatus = new vgui::Label( this, "ContentStatus", "" );
m_pPasswordLabel = new vgui::Label( this, "PasswordPrompt", "#GameUI_PasswordPrompt" );
m_pPassword2Label = new vgui::Label( this, "PasswordReentryPrompt", "#GameUI_PasswordReentryPrompt" );
m_pExplain = new vgui::Label( this, "ContentControlExplain", "" );
m_pPassword = new vgui::TextEntry( this, "Password" );
m_pPassword2 = new vgui::TextEntry( this, "Password2" );
m_pOK = new vgui::Button( this, "Ok", "#GameUI_OK" );
m_pOK->SetCommand( "Ok" );
vgui::Button *cancel = new vgui::Button( this, "Cancel", "#GameUI_Cancel" );
cancel->SetCommand( "Cancel" );
m_szGorePW[ 0 ] = 0;
ResetPassword();
LoadControlSettings("Resource\\ContentControlDialog.res");
// Explain("");
// UpdateContentControlStatus();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CContentControlDialog::~CContentControlDialog()
{
}
void CContentControlDialog::Activate()
{
BaseClass::Activate();
m_pPassword->SetText("");
m_pPassword->RequestFocus();
m_pPassword2->SetText("");
Explain("");
UpdateContentControlStatus();
input()->SetAppModalSurface(GetVPanel());
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CContentControlDialog::ResetPassword()
{
// Set initial value
#if defined(_WIN32)
HKEY key;
if ( ERROR_SUCCESS == RegOpenKeyEx(HKEY_CURRENT_USER, "Software\\Valve\\Half-Life\\Settings", 0, KEY_READ, &key))
{
DWORD type;
DWORD bufSize = sizeof(m_szGorePW);
RegQueryValueEx(key, "User Token 2", NULL, &type, (unsigned char *)m_szGorePW, &bufSize );
RegCloseKey( key );
}
else
#endif
{
m_szGorePW[ 0 ] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CContentControlDialog::ApplyPassword()
{
WriteToken( m_szGorePW );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CContentControlDialog::Explain( char const *fmt, ... )
{
if ( !m_pExplain )
return;
va_list argptr;
char text[1024];
va_start (argptr,fmt);
Q_vsnprintf (text, sizeof(text), fmt, argptr);
va_end (argptr);
m_pExplain->SetText( text );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *command -
//-----------------------------------------------------------------------------
void CContentControlDialog::OnCommand( const char *command )
{
if ( !stricmp( command, "Ok" ) )
{
bool canclose = false;
char pw1[ 256 ];
char pw2[ 256 ];
m_pPassword->GetText( pw1, 256 );
m_pPassword2->GetText( pw2, 256 );
// Get text and check
// bool enabled = PasswordEnabled(); //( m_szGorePW[0]!=0 ) ? true : false;
// bool pwMatch = stricmp( pw1, pw2 ) == 0 ? true : false;
if (IsPasswordEnabledInDialog())
{
canclose = DisablePassword(pw1);
// canclose = CheckPassword( m_szGorePW, pw1, false );
}
else if (!strcmp(pw1, pw2))
{
canclose = EnablePassword(pw1);
// canclose = CheckPassword( NULL, pw1, true );
}
else
{
Explain( "#GameUI_PasswordsDontMatch" );
}
if ( canclose )
{
OnClose();
}
}
else if ( !stricmp( command, "Cancel" ) )
{
OnClose();
}
else
{
BaseClass::OnCommand( command );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CContentControlDialog::OnClose()
{
BaseClass::OnClose();
PostActionSignal(new KeyValues("ContentControlClose"));
// MarkForDeletion();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CContentControlDialog::WriteToken( const char *str )
{
// Set initial value
#ifdef IS_WINDOWS_PC
HKEY key;
if ( ERROR_SUCCESS == RegOpenKeyEx(HKEY_CURRENT_USER, "Software\\Valve\\Half-Life\\Settings", 0, KEY_WRITE, &key))
{
DWORD type = REG_SZ;
DWORD bufSize = strlen( str ) + 1;
RegSetValueEx(key, "User Token 2", 0, type, (const unsigned char *)str, bufSize );
RegCloseKey( key );
}
#endif
Q_strncpy( m_szGorePW, str, sizeof( m_szGorePW ) );
UpdateContentControlStatus();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CContentControlDialog::HashPassword(const char *newPW, char *hashBuffer, int maxlen )
{
// Compute the md5 hash and save it.
unsigned char md5_hash[16];
MD5Context_t ctx;
MD5Init( &ctx );
MD5Update( &ctx, (unsigned char const *)newPW, strlen( newPW ) );
MD5Final( md5_hash, &ctx );
char hex[ 128 ];
Q_binarytohex( md5_hash, sizeof( md5_hash ), hex, sizeof( hex ) );
// char digestedPW[ 128 ];
Q_strncpy( hashBuffer, hex, maxlen );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*
bool CContentControlDialog::CheckPassword( char const *oldPW, char const *newPW, bool enableContentControl )
{
char digestedPW[ 128 ];
HashPassword(newPW, digestedPW, sizeof( digestedPW ) );
// Compute the md5 hash and save it.
unsigned char md5_hash[16];
MD5Context_t ctx;
MD5Init( &ctx );
MD5Update( &ctx, (unsigned char const *)(LPCSTR)newPW, strlen( newPW ) );
MD5Final( md5_hash, &ctx );
char hex[ 128 ];
Q_binarytohex( md5_hash, sizeof( md5_hash ), hex, sizeof( hex ) );
Q_strncpy( digestedPW, hex, sizeof( digestedPW ) );
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CContentControlDialog::EnablePassword(const char *newPW)
{
if ( !newPW[ 0 ] )
{
Explain( "#GameUI_MustEnterPassword" );
return false;
}
char digestedPW[ 128 ];
HashPassword(newPW, digestedPW, sizeof( digestedPW ) );
// disable violence
/* engine->Cvar_SetValue("violence_hblood", 0.0 );
engine->Cvar_SetValue("violence_hgibs" , 0.0 );
engine->Cvar_SetValue("violence_ablood", 0.0 );
engine->Cvar_SetValue("violence_agibs" , 0.0 );
*/
ConVarRef violence_hblood( "violence_hblood" );
violence_hblood.SetValue(false);
ConVarRef violence_hgibs( "violence_hgibs" );
violence_hgibs.SetValue(false);
ConVarRef violence_ablood( "violence_ablood" );
violence_ablood.SetValue(false);
ConVarRef violence_agibs( "violence_agibs" );
violence_agibs.SetValue(false);
// Store digest to registry
// WriteToken( digestedPW );
Q_strncpy(m_szGorePW, digestedPW, sizeof( m_szGorePW ) );
/*
}
else
{
if ( stricmp( oldPW, digestedPW ) )
{
// Warn that password is invalid
Explain( "#GameUI_IncorrectPassword" );
return false;
}
}
}*/
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CContentControlDialog::DisablePassword(const char *oldPW)
{
if ( !oldPW[ 0 ] )
{
Explain( "#GameUI_MustEnterPassword" );
return false;
}
char digestedPW[ 128 ];
HashPassword(oldPW, digestedPW, sizeof( digestedPW ) );
if( stricmp( m_szGorePW, digestedPW ) )
{
Explain( "#GameUI_IncorrectPassword" );
return false;
}
m_szGorePW[0] = 0;
// set the violence cvars
/* engine->Cvar_SetValue("violence_hblood", 1.0 );
engine->Cvar_SetValue("violence_hgibs" , 1.0 );
engine->Cvar_SetValue("violence_ablood", 1.0 );
engine->Cvar_SetValue("violence_agibs" , 1.0 );
*/
ConVarRef violence_hblood( "violence_hblood" );
violence_hblood.SetValue(true);
ConVarRef violence_hgibs( "violence_hgibs" );
violence_hgibs.SetValue(true);
ConVarRef violence_ablood( "violence_ablood" );
violence_ablood.SetValue(true);
ConVarRef violence_agibs( "violence_agibs" );
violence_agibs.SetValue(true);
// // Remove digest value
// WriteToken( "" );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CContentControlDialog::IsPasswordEnabledInDialog()
{
return m_szGorePW[0] != 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CContentControlDialog::UpdateContentControlStatus( void )
{
bool enabled = IsPasswordEnabledInDialog(); //( m_szGorePW[0]!=0 ) ? true : false;
m_pStatus->SetText( enabled ? "#GameUI_ContentStatusEnabled" : "#GameUI_ContentStatusDisabled" );
if (enabled)
{
m_pPasswordLabel->SetText("#GameUI_PasswordDisablePrompt");
}
else
{
m_pPasswordLabel->SetText("#GameUI_PasswordPrompt");
}
// hide the re-entry
m_pPassword2Label->SetVisible(!enabled);
m_pPassword2->SetVisible(!enabled);
// m_pOK->SetText( enabled ? "#GameUI_Disable" : "#GameUI_Enable" );
}