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WinMain.cpp
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WinMain.cpp
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// Zero Tolerance Password Recovery!!
// Author: Organic
// To contact: kvzorganic@mail.ru
#include "types.h"
#include "ZeroPass.h"
#include <stdio.h>
#include <windows.h>
#include "resource.h"
#define DEFAULT_PASS "PHqzntKqA"
HWND dlg;
static bool weaptype[] = { // 0: gun, 1: equipment
0,
1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0 };
static char *LevelDesc(int num)
{
if(num >= 64 || num < 0) return "No such level!";
switch(num)
{
case 0: return "Docking Bay Level 1";
case 1: return "Docking Bay Level 2";
case 2: return "Bridge Level 1";
case 3: return "Engineering Level 1";
case 4: return "Engineering Level 2";
case 5: return "Engineering Level 3";
case 6: return "Engineering Level 4";
case 7: return "Greenhouse Level 1";
case 8: return "Greenhouse Level 2";
case 9: return "Greenhouse Level 3";
case 10: return "Bridge Level 2";
case 11: return "Reactor Level 1";
case 12: return "Reactor Level 2";
case 13: return "*DEBUG* Labyrinth";
case 14: return "*DEBUG* Dockbridge Room 2";
case 15: return "*DEBUG* Jail";
case 16: return "High Rise Roof Top";
case 17: return "High Rise Floor 164";
case 18: return "High Rise Floor 163";
case 19: return "High Rise Floor 162";
case 20: return "High Rise Floor 161";
case 21: return "High Rise Floor 160";
case 22: return "High Rise Floor 159";
case 23: return "High Rise Floor 158";
case 24: return "High Rise Floor 157";
case 25: return "High Rise Floor 156";
case 26: return "High Rise Floor 155";
case 27: return "High Rise Floor 154";
case 28: return "High Rise Floor 153";
case 29: return "High Rise Floor 152";
case 30: return "High Rise Floor 151";
case 31: return "*DEBUG* Boxing!!!";
case 32: return "Sub Basement Level 1";
case 33: return "Sub Basement Level 2";
case 34: return "Sub Basement Level 3";
case 35: return "Sub Basement Level 4";
case 36: return "Sub Basement Level 5";
case 37: return "Sub Basement Level 6";
case 38: return "Sub Basement Level 7";
case 39: return "Sub Basement Level 8";
case 40: return "Sub Basement Level 9";
case 41: return "Sub Basement Level 10";
case 42: return "Sub Basement Level 11";
case 43: return "Sub Basement Level 12";
default: return "*DEBUG* Empty place";
}
}
static char *WeapDesc(int type)
{
switch(type)
{
case NONE: return "---";
case BIOSCAN: return "Bio-Scanner";
case MINE: return "Mines";
case PROOFVEST: return "Bullet Proofvest";
case EXTINGUISH: return "Fire Extinguisher";
case FIRESUIT: return "Fire Proofsuit";
case FLASHLIGHT: return "Flashligth";
case GRENADE: return "Hand Grenade";
case PISTOL: return "Handgun";
case NIGHTVIS: return "Nightvision";
case LASERGUN: return "Laser Aimed Gun";
case ROCKET: return "Rocket Launcher";
case SHOTGUN: return "Shotgun";
case FLAMER: return "Flame Thrower";
case PULSER: return "Pulse Laser";
default: return "No such weapon!";
}
}
static void FillCombos(void)
{
int id[5] = { IDC_COMBO_W0, IDC_COMBO_W1, IDC_COMBO_W2, IDC_COMBO_W3, IDC_COMBO_W4 };
for(int i=0; i<5; i++)
{
SendDlgItemMessage(dlg, id[i], CB_RESETCONTENT, 0, 0);
for(int w=0; w<=PULSER; w++)
{
SendDlgItemMessage(dlg, id[i], CB_INSERTSTRING, -1, (LPARAM)(LPSTR)WeapDesc(w));
}
SendDlgItemMessage(dlg, id[i], CB_SETCURSEL, 0, 0);
}
}
static void SetDlgControls(char *password)
{
char buf[256];
PassDecode pd;
if(CheckPassword(&pd, password) == false)
{
SetDlgItemText(dlg, IDC_EDIT_PASS, "INCORRECT");
ShowWindow(dlg, SW_NORMAL);
UpdateWindow(dlg);
Sleep(400);
SetDlgItemText(dlg, IDC_EDIT_PASS, password);
return;
}
SetDlgItemText(dlg, IDC_EDIT_PASS, password);
sprintf(buf, "%i", pd.Level);
SetDlgItemText(dlg, IDC_EDIT_L, buf);
SetDlgItemText(dlg, IDC_STATIC_LEVELDESC, LevelDesc(pd.Level));
sprintf(buf, "%i", pd.Energy);
SetDlgItemText(dlg, IDC_EDIT_E, buf);
CheckDlgButton(dlg, IDC_CHECK_ISHII, pd.Ishii ? BST_CHECKED : BST_UNCHECKED);
CheckDlgButton(dlg, IDC_CHECK_HAILE, pd.Haile ? BST_CHECKED : BST_UNCHECKED);
CheckDlgButton(dlg, IDC_CHECK_WOLF, pd.Wolf ? BST_CHECKED : BST_UNCHECKED);
CheckDlgButton(dlg, IDC_CHECK_RAMOS, pd.Ramos ? BST_CHECKED : BST_UNCHECKED);
CheckDlgButton(dlg, IDC_CHECK_GJOERUP, pd.Gjoerup ? BST_CHECKED : BST_UNCHECKED);
if(weaptype[pd.Weapon[0]]) sprintf(buf, "%i%%", pd.Ammo[0] * 10);
else sprintf(buf, "%i", pd.Ammo[0]);
SetDlgItemText(dlg, IDC_EDIT_AMMO0, buf);
if(weaptype[pd.Weapon[1]]) sprintf(buf, "%i%%", pd.Ammo[1] * 10);
else sprintf(buf, "%i", pd.Ammo[1]);
SetDlgItemText(dlg, IDC_EDIT_AMMO1, buf);
if(weaptype[pd.Weapon[2]]) sprintf(buf, "%i%%", pd.Ammo[2] * 10);
else sprintf(buf, "%i", pd.Ammo[2]);
SetDlgItemText(dlg, IDC_EDIT_AMMO2, buf);
if(weaptype[pd.Weapon[3]]) sprintf(buf, "%i%%", pd.Ammo[3] * 10);
else sprintf(buf, "%i", pd.Ammo[3]);
SetDlgItemText(dlg, IDC_EDIT_AMMO3, buf);
if(weaptype[pd.Weapon[4]]) sprintf(buf, "%i%%", pd.Ammo[4] * 10);
else sprintf(buf, "%i", pd.Ammo[4]);
SetDlgItemText(dlg, IDC_EDIT_AMMO4, buf);
SendDlgItemMessage(dlg, IDC_COMBO_W0, CB_SETCURSEL, pd.Weapon[0], 0);
SendDlgItemMessage(dlg, IDC_COMBO_W1, CB_SETCURSEL, pd.Weapon[1], 0);
SendDlgItemMessage(dlg, IDC_COMBO_W2, CB_SETCURSEL, pd.Weapon[2], 0);
SendDlgItemMessage(dlg, IDC_COMBO_W3, CB_SETCURSEL, pd.Weapon[3], 0);
SendDlgItemMessage(dlg, IDC_COMBO_W4, CB_SETCURSEL, pd.Weapon[4], 0);
}
static void MakePassword(char password[10])
{
char buf[256];
PassDecode pd;
GetDlgItemText(dlg, IDC_EDIT_L, buf, 3);
pd.Level = atoi(buf);
GetDlgItemText(dlg, IDC_EDIT_E, buf, 3);
pd.Energy = atoi(buf);
pd.Ishii = IsDlgButtonChecked(dlg, IDC_CHECK_ISHII) == BST_CHECKED ? 1 : 0;
pd.Haile = IsDlgButtonChecked(dlg, IDC_CHECK_HAILE) == BST_CHECKED ? 1 : 0;
pd.Wolf = IsDlgButtonChecked(dlg, IDC_CHECK_WOLF) == BST_CHECKED ? 1 : 0;
pd.Ramos = IsDlgButtonChecked(dlg, IDC_CHECK_RAMOS) == BST_CHECKED ? 1 : 0;
pd.Gjoerup = IsDlgButtonChecked(dlg, IDC_CHECK_GJOERUP) == BST_CHECKED ? 1 : 0;
pd.Weapon[0] = (int)SendDlgItemMessage(dlg, IDC_COMBO_W0, CB_GETCURSEL, 0, 0);
pd.Weapon[1] = (int)SendDlgItemMessage(dlg, IDC_COMBO_W1, CB_GETCURSEL, 0, 0);
pd.Weapon[2] = (int)SendDlgItemMessage(dlg, IDC_COMBO_W2, CB_GETCURSEL, 0, 0);
pd.Weapon[3] = (int)SendDlgItemMessage(dlg, IDC_COMBO_W3, CB_GETCURSEL, 0, 0);
pd.Weapon[4] = (int)SendDlgItemMessage(dlg, IDC_COMBO_W4, CB_GETCURSEL, 0, 0);
// Check for the same entries.
for(int i=0; i<4; i++)
{
for(int j=i+1; j<5; j++)
{
if(pd.Weapon[i] == pd.Weapon[j] && pd.Weapon[i])
{
pd.Weapon[j] = NONE;
pd.Ammo[j] = 0;
}
}
}
GetDlgItemText(dlg, IDC_EDIT_AMMO0, buf, 5);
if(weaptype[pd.Weapon[0]]) pd.Ammo[0] = atoi(buf) / 10;
else pd.Ammo[0] = atoi(buf);
GetDlgItemText(dlg, IDC_EDIT_AMMO1, buf, 5);
if(weaptype[pd.Weapon[1]]) pd.Ammo[1] = atoi(buf) / 10;
else pd.Ammo[1] = atoi(buf);
GetDlgItemText(dlg, IDC_EDIT_AMMO2, buf, 5);
if(weaptype[pd.Weapon[2]]) pd.Ammo[2] = atoi(buf) / 10;
else pd.Ammo[2] = atoi(buf);
GetDlgItemText(dlg, IDC_EDIT_AMMO3, buf, 5);
if(weaptype[pd.Weapon[3]]) pd.Ammo[3] = atoi(buf) / 10;
else pd.Ammo[3] = atoi(buf);
GetDlgItemText(dlg, IDC_EDIT_AMMO4, buf, 5);
if(weaptype[pd.Weapon[4]]) pd.Ammo[4] = atoi(buf) / 10;
else pd.Ammo[4] = atoi(buf);
MakePassword(&pd, password);
}
static INT_PTR CALLBACK DialogProc(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
char password[10];
switch(uMsg)
{
case WM_INITDIALOG:
{
dlg = hwndDlg;
ShowWindow(dlg, SW_NORMAL);
SendMessage(dlg, WM_SETICON, (WPARAM)ICON_BIG, (LPARAM)LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_ICON)));
FillCombos();
SetDlgControls(DEFAULT_PASS);
return TRUE;
}
case WM_CLOSE:
{
DestroyWindow(dlg);
dlg = NULL;
break;
}
case WM_COMMAND:
{
switch(LOWORD(wParam))
{
case IDC_BUTTON_MAKE:
MakePassword(password);
SetDlgControls(password);
return TRUE;
case IDC_BUTTON_CHECK:
GetDlgItemText(dlg, IDC_EDIT_PASS, password, 10);
SetDlgControls(password);
return TRUE;
}
}
}
return FALSE;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
DialogBox(hInstance, MAKEINTRESOURCE(IDD_DIALOG), NULL, DialogProc);
return 0;
}