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https://github.com/mumble-voip/mumble.git
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Keeping these up-to-date is just super tedious and they don't really fulfill any purpose these days.
177 lines
6.3 KiB
C++
177 lines
6.3 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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// Variable to contain module's addresses
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procptr_t RendDX9 = 0;
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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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bool ok;
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char server_name[100], soldier_name[100];
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uint8_t team_id, squad_id, is_commander, is_squad_leader, target_squad_id, on_voip, on_voip_com;
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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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// Server name pointers
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// Doubles as an in-server state variable (NULL if not in a game)
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procptr_t server_offset_0 = peekProcPtr(pModule + 0x61B5D8);
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if (!server_offset_0) {
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context.clear(); // Clear context
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identity.clear(); // Clear identity
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return true; // This tells Mumble to ignore all vectors.
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}
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procptr_t server_offset_1 = peekProcPtr(server_offset_0 + 0x108);
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if (!server_offset_1)
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return false;
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// Team ID pointers
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procptr_t team_offset_0 = peekProcPtr(pModule + 0x624430);
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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 + 0x1B4);
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if (!team_offset_1)
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return false;
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// Commander, SquadLeader, SquadID base pointers
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procptr_t role_offset_0 = peekProcPtr(pModule + 0x685228);
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if (!role_offset_0)
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return false;
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procptr_t role_offset_1 = peekProcPtr(role_offset_0 + 0x6C);
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if (!role_offset_1)
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return false;
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// Tactical pointers
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procptr_t tactical_offset_0 = peekProcPtr(pModule + 0x72D148);
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if (!tactical_offset_0)
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return false;
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procptr_t tactical_offset_1 = peekProcPtr(tactical_offset_0 + 0xE4);
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if (!tactical_offset_1)
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return false;
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// VoiP pointers
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procptr_t voip_offset_0 = peekProcPtr(pModule + 0x620D30);
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if (!voip_offset_0)
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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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ok = peekProc(pModule + 0x6697C8, avatar_pos, 12) && // Avatar position values (X, Y and Z).
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peekProc(RendDX9 + 0x20E9F4, camera_pos, 12) && // Camera position values (X, Y and Z).
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peekProc(RendDX9 + 0x2139D4, camera_front, 12) && // Avatar front vector values (X, Y and Z).
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peekProc(RendDX9 + 0x2139C4, camera_top, 12) && // Avatar top vector values (X, Y and Z).
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peekProc(server_offset_1, server_name) && // Server name.
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peekProc(pModule + 0x6228B9, soldier_name) && // Soldier name.
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peekProc(team_offset_1 + 0xA0, team_id) && // Team ID (0 for PAC, 1 for EU).
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peekProc(role_offset_1 + 0x108, squad_id); // Squad ID (0 for none, 1-9 for squads).
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peekProc(role_offset_1 + 0x10C, is_commander) && // Whether Commander.
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peekProc(role_offset_1 + 0x10D, is_squad_leader) && // Whether Squad Leader.
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peekProc(tactical_offset_1 + 0xCC, target_squad_id) && // Commander's selected squad.
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peekProc(voip_offset_0 + 0xA1, on_voip) && // Whether VoiP is active.
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peekProc(voip_offset_0 + 0xA0, on_voip_com); // Whether VoiP to/from commander is active.
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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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// 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 << " {\"ipport\": \"" << server_name << "\"}";
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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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// Soldier name
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escape(soldier_name, sizeof(soldier_name));
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oidentity << "{"
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<< "\"ipport\": \"" << server_name << "\", "
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<< "\"team_id\": " << team_id << ", "
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<< "\"squad_id\": " << squad_id << ", "
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<< "\"is_commander\": " << (is_commander ? "true" : "false") << ", "
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<< "\"is_squad_leader\": " << (is_squad_leader ? "true" : "false") << ", "
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<< "\"target_squad_id\": " << target_squad_id << ", "
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<< "\"on_voip\": " << (on_voip ? "true" : "false") << ", "
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<< "\"on_voip_com\": " << (on_voip_com ? "true" : "false") << ", "
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<< "\"name\": \"" << soldier_name << "\""
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<< "}";
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identity = oidentity.str();
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// End identity
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// Copy camera direction vectors to avatar
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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"BF2142.exe")) // Retrieve game executable's memory address
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return false;
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RendDX9 = getModuleAddr(L"RendDX9.dll"); // Retrieve "RendDX9.dll" module's memory address
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// This prevents the plugin from linking to the game in case something goes wrong during module's memory address
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// retrieval.
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if (!RendDX9)
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return false;
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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 2142 version 1.51."); // Plugin long description
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}
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static std::wstring description(L"Battlefield 2142 1.51"); // Plugin short description
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static std::wstring shortname(L"Battlefield 2142"); // 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 bf2142plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
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generic_unlock, longdesc, fetch };
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static MumblePlugin2 bf2142plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
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return &bf2142plug;
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}
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extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
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return &bf2142plug2;
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}
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