Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//++ BulliT
#include "agbase64.h"
#include <string.h>
#include <assert.h>
// define the US-ASCII chars
static char s_szBase64[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/\0";
// how many bits per byte?
#define NUM_BITS 8
#define BYTES_TO_READ 60 // only for my test method Encode-file
// define masks for Base64-encode
static int i_aMsbMask[] = { 0xfc, 0xf0, 0xc0, 0x00 };
static int i_aLsbMask[] = { 0x00, 0x03, 0x0f, 0x3f };
// Define array for conversion between chars in base64 message and their weight according to array s_szBase64
// This could be done by counting offset in s_szBase64. But sorry, too slow!
// start with asccii 2B (ie '+')
static int i_a64CharWeight [] =
{
62, -1, -1, -1, 63, // I have defined '+' and '/'
52, 53, 54, 55, 56, 57, 58, 59, 60, 61, // I have defined 0 through 9
-1, -1, -1, -1, -1, -1, -1, // have undefined ascii 3A to 40
// lets define 'A' to 'Z'
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25, // A - Z
-1, -1, -1, -1, -1, -1, // have undefined ascii 5B to 40
// lets define 'a' to 'z'
26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,
49,50,51 // defined 'a' to 'z'
};
static int i_aDecodeMsbMask[] = { 0x3f, 0x0f, 0x03 };
static int i_aDecodeLsbMask[] = { 0x30, 0x3c, 0x3f };
//Decodes base64-encoded string.
//Assumptions: Incoming buffer (pszBuffer) is large enough.
void AgBase64Decode(const char* pszString,unsigned long ulInLen,unsigned char* pszBuffer, unsigned short& usOutLen)
{
char* p = (char*)pszBuffer;
const char* pszSource = (const char*)pszString;
usOutLen = 0;
assert(0 == (ulInLen % 4)); // base-64 coded text should always be done in parts of 4 bytes
while(ulInLen > 0)
{
int iAsciiO = i_a64CharWeight[*pszSource++ - 0x2B];
for (int i = 1; i <= 3; i++)
{
int iAsciiChar = (iAsciiO & i_aDecodeMsbMask[i-1]) << (2*i);
int iChar = i_a64CharWeight[*pszSource++ - 0x2B];
iAsciiChar += (iChar & i_aDecodeLsbMask[i-1]) >> (6-2*i);
iAsciiO = iChar;
*p++ = (char)iAsciiChar;
--ulInLen;
if (!('\0' == *(p-1) && '\0' == iAsciiChar)) //BAD BAD BAD! need to check what chars is padded better.
++usOutLen;
}
--ulInLen;
}
}
//Encodes incoming string to Base64.
//Assumptions: Incoming buffer (pszBuffer) is large enough.
//Haven't bothered to optimize this one since we only do it when we create file.
void AgBase64Encode(const unsigned char* pszString,unsigned long ulInLen,char* pszBuffer)
{
assert(pszString);
assert(pszBuffer);
char* p = (char*)pszString;
while (ulInLen > 0)
{
int iAsciiO = 0;
// encode 3 characters (will become 4 chars when Base64 encoded)
for (int i = 0; i < 4; i++)
{
int iAsciiN = 0;
if (ulInLen)
iAsciiN = (int)*p;
int iMsbRightShift = NUM_BITS - (6-2*i);
int iLsbLeftShift = NUM_BITS - iMsbRightShift;
int iChar64 = ((iAsciiN & i_aMsbMask[i]) >> iMsbRightShift);
iChar64 += ((iAsciiO & i_aLsbMask[i]) << iLsbLeftShift);
iAsciiO = iAsciiN;
assert(iChar64 >= 0 && iChar64 <= 63);
if (i < 3)
{
p++;
if (ulInLen)
ulInLen--;
}
*pszBuffer++ = s_szBase64[iChar64];
}
}
*pszBuffer = 0;
}
//-- Martin Webrant
/*
static char* s_szBadCodes[] =
{
"glhack",
"opengl.ini",
"TWCheat",
"B.teraphy",
"Flautz",
"sw!zz3r",
"ANAKiN",
"hooker.dll",
"UPX!", //whb31
"c:\\opengl32.dll",
"hlh.dll",
"GRiM-F_H",
"ChromaxS",
"ogc.dll",
"Unhooker", // eller hlh.dll
"eZ!$7v", //Swizz hack
"coders.dll", //wh_beta4, wh_beta5
"ogc.cfg",
"xqz2", //xqz2_b71
"xqb6", //xqz2_b80
"p@gram", //XQZ2Beta85
};
int ix = 0;
for (ix = 0; ix < sizeof(s_szBadCodes)/sizeof(s_szBadCodes[0]); ix++)
{
char szBuff[256];
AgBase64Encode((unsigned char*)s_szBadCodes[ix],strlen(s_szBadCodes[ix]),szBuff);
char szTest[512];
sprintf(szTest,"\"%s\", //%s\n",szBuff,s_szBadCodes[ix]);
OutputDebugString(szTest);
}
*/