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Keeping these up-to-date is just super tedious and they don't really fulfill any purpose these days.
286 lines
9.6 KiB
C++
286 lines
9.6 KiB
C++
// Copyright The Mumble Developers. All rights reserved.
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// Use of this source code is governed by a BSD-style license
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// that can be found in the LICENSE file at the root of the
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// Mumble source tree or at <https://www.mumble.info/LICENSE>.
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#define MUMBLE_ALLOW_DEPRECATED_LEGACY_PLUGIN_API
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#include "mumble_legacy_plugin.h"
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#include "mumble_positional_audio_main.h" // Include standard positional audio header
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#include "mumble_positional_audio_utils.h" // Include positional audio header for special functions, like "escape".
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static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front,
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float *camera_top, std::string &context, std::wstring &identity) {
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for (int i = 0; i < 3; i++) {
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avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
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}
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bool ok, state;
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char server_name[100], team[4];
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uint8_t squad, squad_leader;
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// State pointers
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procptr_t state_base = peekProcPtr(pModule + 0x33DBD08);
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if (!state_base)
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return false;
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procptr_t state_offset_0 = peekProcPtr(state_base + 0x5F0);
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if (!state_offset_0)
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return false;
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procptr_t state_offset_1 = peekProcPtr(state_offset_0 + 0x488);
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if (!state_offset_1)
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return false;
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procptr_t state_offset_2 = peekProcPtr(state_offset_1 + 0x8);
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if (!state_offset_2)
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return false;
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procptr_t state_offset_3 = peekProcPtr(state_offset_2 + 0x8);
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if (!state_offset_3)
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return false;
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// Camera pointer
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procptr_t camera_base = peekProcPtr(pModule + 0x368E828);
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if (!camera_base)
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return false;
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// Server name pointers
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procptr_t server_name_base = peekProcPtr(pModule + 0x3103A38);
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if (!server_name_base)
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return false;
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procptr_t server_name_offset_0 = peekProcPtr(server_name_base + 0x738);
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if (!server_name_offset_0)
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return false;
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procptr_t server_name_offset_1 = peekProcPtr(server_name_offset_0 + 0x370);
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if (!server_name_offset_1)
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return false;
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procptr_t server_name_offset_2 = peekProcPtr(server_name_offset_1 + 0x10);
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if (!server_name_offset_2)
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return false;
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// Team pointers
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procptr_t team_base = peekProcPtr(pModule + 0x36CC128);
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if (!team_base)
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return false;
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procptr_t team_offset_0 = peekProcPtr(team_base + 0x20);
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if (!team_offset_0)
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return false;
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procptr_t team_offset_1 = peekProcPtr(team_offset_0 + 0x648);
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if (!team_offset_1)
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return false;
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procptr_t team_offset_2 = peekProcPtr(team_offset_1 + 0xF8);
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if (!team_offset_2)
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return false;
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// Squad pointers
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procptr_t squad_base = peekProcPtr(pModule + 0x31C3E40);
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if (!squad_base)
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return false;
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procptr_t squad_offset_0 = peekProcPtr(squad_base + 0x30);
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if (!squad_offset_0)
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return false;
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procptr_t squad_offset_1 = peekProcPtr(squad_offset_0 + 0x578);
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if (!squad_offset_1)
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return false;
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procptr_t squad_offset_2 = peekProcPtr(squad_offset_1 + 0xC0);
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if (!squad_offset_2)
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return false;
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procptr_t squad_offset_3 = peekProcPtr(squad_offset_2 + 0x58);
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if (!squad_offset_3)
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return false;
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// Peekproc and assign game addresses to our containers, so we can retrieve positional data
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// Magical state value: 1 when in-game and 0 when not spawned or playing.
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ok = peekProc(state_offset_3 + 0x50, &state, 1)
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// Avatar position values (X, Y and Z).
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&& peekProc(pModule + 0x36B1500, avatar_pos, 12)
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// Camera position values (X, Y and Z).
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&& peekProc(camera_base + 0x2B0, camera_pos, 12)
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// Avatar front vector values (X, Y and Z).
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&& peekProc(camera_base + 0x260, camera_front, 12)
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// Avatar top vector values (X, Y and Z).
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&& peekProc(camera_base + 0x250, camera_top, 12)
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// Server name.
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&& peekProc(server_name_offset_2, server_name)
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// Team name.
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&& peekProc(team_offset_2 + 0x13, team)
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// Squad value: 0 (not in a squad), 1 (Apples), 2 (Butter), 3 (Charlie)... 26 (Zebra).
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&& peekProc(squad_offset_3 + 0x240, squad)
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// Squad leader value: 0 (False), 1 (True).
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&& peekProc(squad_offset_3 + 0x244, squad_leader);
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// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from
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// memory addresses.
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if (!ok) {
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return false;
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}
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if (!state) { // If not in-game
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context.clear(); // Clear context
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identity.clear(); // Clear identity
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// Set vectors values to 0.
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for (int i = 0; i < 3; i++) {
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avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
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}
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return true; // This tells Mumble to ignore all vectors.
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}
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// Begin context
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std::ostringstream ocontext;
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// Server name
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escape(server_name, sizeof(server_name));
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if (strcmp(server_name, "") != 0) {
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ocontext << " {\"Server name\": \"" << server_name << "\"}"; // Set context with server name.
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}
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context = ocontext.str();
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// End context
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// Begin identity
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std::wostringstream oidentity;
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oidentity << "{";
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// Team
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escape(team, sizeof(team));
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if (strcmp(team, "") != 0) {
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oidentity << std::endl << "\"Team\": \"" << team << "\","; // Set team name in identity.
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}
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// Squad
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if (squad > 0 && squad < 27) { // If squad value is between 1 and 26, set squad name in identity using RAF (1917)
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// Phonetic alphabet.
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// Squad name
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if (squad == 1)
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oidentity << std::endl << "\"Squad\": \"Apples\",";
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else if (squad == 2)
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oidentity << std::endl << "\"Squad\": \"Butter\",";
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else if (squad == 3)
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oidentity << std::endl << "\"Squad\": \"Charlie\",";
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else if (squad == 4)
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oidentity << std::endl << "\"Squad\": \"Duff\",";
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else if (squad == 5)
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oidentity << std::endl << "\"Squad\": \"Edward\",";
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else if (squad == 6)
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oidentity << std::endl << "\"Squad\": \"Freddy\",";
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else if (squad == 7)
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oidentity << std::endl << "\"Squad\": \"George\",";
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else if (squad == 8)
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oidentity << std::endl << "\"Squad\": \"Harry\",";
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else if (squad == 9)
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oidentity << std::endl << "\"Squad\": \"Ink\",";
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else if (squad == 10)
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oidentity << std::endl << "\"Squad\": \"Johnnie\",";
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else if (squad == 11)
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oidentity << std::endl << "\"Squad\": \"King\",";
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else if (squad == 12)
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oidentity << std::endl << "\"Squad\": \"London\",";
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else if (squad == 13)
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oidentity << std::endl << "\"Squad\": \"Monkey\",";
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else if (squad == 14)
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oidentity << std::endl << "\"Squad\": \"Nuts\",";
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else if (squad == 15)
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oidentity << std::endl << "\"Squad\": \"Orange\",";
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else if (squad == 16)
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oidentity << std::endl << "\"Squad\": \"Pudding\",";
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else if (squad == 17)
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oidentity << std::endl << "\"Squad\": \"Queenie\",";
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else if (squad == 18)
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oidentity << std::endl << "\"Squad\": \"Robert\",";
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else if (squad == 19)
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oidentity << std::endl << "\"Squad\": \"Sugar\",";
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else if (squad == 20)
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oidentity << std::endl << "\"Squad\": \"Tommy\",";
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else if (squad == 21)
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oidentity << std::endl << "\"Squad\": \"Uncle\",";
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else if (squad == 22)
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oidentity << std::endl << "\"Squad\": \"Vinegar\",";
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else if (squad == 23)
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oidentity << std::endl << "\"Squad\": \"Willie\",";
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else if (squad == 24)
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oidentity << std::endl << "\"Squad\": \"Xerxes\",";
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else if (squad == 25)
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oidentity << std::endl << "\"Squad\": \"Yellow\",";
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else if (squad == 26)
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oidentity << std::endl << "\"Squad\": \"Zebra\",";
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// Squad leader
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if (squad_leader == 1)
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oidentity << std::endl
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<< "\"Squad leader\": true"; // If squad leader value is true, set squad leader state to "True" in
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// identity.
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else
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oidentity << std::endl
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<< "\"Squad leader\": false"; // If squad leader value is false, set squad leader state to "False"
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// in identity.
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// When not in a squad
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} else {
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oidentity << std::endl
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<< "\"Squad\": null,"; // If squad value isn't between 1 and 26, set squad to "null" in identity.
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oidentity << std::endl
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<< "\"Squad leader\": null"; // If not in a squad, set squad leader state to "null" in identity.
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}
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oidentity << std::endl << "}";
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identity = oidentity.str();
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// End identity
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// Flip the front vector
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for (int i = 0; i < 3; i++) {
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camera_front[i] = -camera_front[i];
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}
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// Convert from right to left handed
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avatar_pos[0] = -avatar_pos[0];
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camera_pos[0] = -camera_pos[0];
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camera_front[0] = -camera_front[0];
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camera_top[0] = -camera_top[0];
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// Sync avatar front and top vectors with camera ones
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for (int i = 0; i < 3; i++) {
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avatar_front[i] = camera_front[i];
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avatar_top[i] = camera_top[i];
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}
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return true;
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}
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static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) {
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if (!initialize(pids, L"bf1.exe")) { // Retrieve game executable's memory address
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return false;
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}
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// Check if we can get meaningful data from it
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float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
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std::wstring sidentity;
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std::string scontext;
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if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) {
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return true;
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} else {
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generic_unlock();
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return false;
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}
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}
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static const std::wstring longdesc() {
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return std::wstring(L"Supports Battlefield 1 with context and identity support."); // Plugin long description
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}
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static std::wstring description(L"Battlefield 1 version 1.0.49.52296"); // Plugin short description
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static std::wstring shortname(L"Battlefield 1"); // Plugin short name
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static int trylock1() {
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return trylock(std::multimap< std::wstring, unsigned long long int >());
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}
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static MumblePlugin bf1plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
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generic_unlock, longdesc, fetch };
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static MumblePlugin2 bf1plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
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return &bf1plug;
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}
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
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return &bf1plug2;
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}
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