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// Copyright 2009-2023 The Mumble Developers. All rights reserved.
// Use of this source code is governed by a BSD-style license
// that can be found in the LICENSE file at the root of the
// Mumble source tree or at <https://www.mumble.info/LICENSE>.
#define MUMBLE_ALLOW_DEPRECATED_LEGACY_PLUGIN_API
#include "mumble_legacy_plugin.h"
#include "mumble_positional_audio_main.h" // Include standard positional audio header.
#include "mumble_positional_audio_utils.h" // Include positional audio header for special functions, like "escape".
// Variable to contain module's addresses
procptr_t RendDX9 = 0;
static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front,
float *camera_top, std::string &context, std::wstring &identity) {
bool ok;
char server_name[100], soldier_name[100];
uint8_t team_id, squad_id, is_commander, is_squad_leader, target_squad_id, on_voip, on_voip_com;
for (int i = 0; i < 3; i++)
avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
// Server name pointers
// Doubles as an in-server state variable (NULL if not in a game)
procptr_t server_offset_0 = peekProcPtr(pModule + 0x61B5D8);
if (!server_offset_0) {
context.clear(); // Clear context
identity.clear(); // Clear identity
return true; // This tells Mumble to ignore all vectors.
}
procptr_t server_offset_1 = peekProcPtr(server_offset_0 + 0x108);
if (!server_offset_1)
return false;
// Team ID pointers
procptr_t team_offset_0 = peekProcPtr(pModule + 0x624430);
if (!team_offset_0)
return false;
procptr_t team_offset_1 = peekProcPtr(team_offset_0 + 0x1B4);
if (!team_offset_1)
return false;
// Commander, SquadLeader, SquadID base pointers
procptr_t role_offset_0 = peekProcPtr(pModule + 0x685228);
if (!role_offset_0)
return false;
procptr_t role_offset_1 = peekProcPtr(role_offset_0 + 0x6C);
if (!role_offset_1)
return false;
// Tactical pointers
procptr_t tactical_offset_0 = peekProcPtr(pModule + 0x72D148);
if (!tactical_offset_0)
return false;
procptr_t tactical_offset_1 = peekProcPtr(tactical_offset_0 + 0xE4);
if (!tactical_offset_1)
return false;
// VoiP pointers
procptr_t voip_offset_0 = peekProcPtr(pModule + 0x620D30);
if (!voip_offset_0)
return false;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(pModule + 0x6697C8, avatar_pos, 12) && // Avatar position values (X, Y and Z).
peekProc(RendDX9 + 0x20E9F4, camera_pos, 12) && // Camera position values (X, Y and Z).
peekProc(RendDX9 + 0x2139D4, camera_front, 12) && // Avatar front vector values (X, Y and Z).
peekProc(RendDX9 + 0x2139C4, camera_top, 12) && // Avatar top vector values (X, Y and Z).
peekProc(server_offset_1, server_name) && // Server name.
peekProc(pModule + 0x6228B9, soldier_name) && // Soldier name.
peekProc(team_offset_1 + 0xA0, team_id) && // Team ID (0 for PAC, 1 for EU).
peekProc(role_offset_1 + 0x108, squad_id); // Squad ID (0 for none, 1-9 for squads).
peekProc(role_offset_1 + 0x10C, is_commander) && // Whether Commander.
peekProc(role_offset_1 + 0x10D, is_squad_leader) && // Whether Squad Leader.
peekProc(tactical_offset_1 + 0xCC, target_squad_id) && // Commander's selected squad.
peekProc(voip_offset_0 + 0xA1, on_voip) && // Whether VoiP is active.
peekProc(voip_offset_0 + 0xA0, on_voip_com); // Whether VoiP to/from commander is active.
// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from
// memory addresses.
if (!ok)
return false;
// Begin context
std::ostringstream ocontext;
// Server name
escape(server_name, sizeof(server_name));
if (strcmp(server_name, "") != 0)
ocontext << " {\"ipport\": \"" << server_name << "\"}";
context = ocontext.str();
// End context
// Begin identity
std::wostringstream oidentity;
// Soldier name
escape(soldier_name, sizeof(soldier_name));
oidentity << "{"
<< "\"ipport\": \"" << server_name << "\", "
<< "\"team_id\": " << team_id << ", "
<< "\"squad_id\": " << squad_id << ", "
<< "\"is_commander\": " << (is_commander ? "true" : "false") << ", "
<< "\"is_squad_leader\": " << (is_squad_leader ? "true" : "false") << ", "
<< "\"target_squad_id\": " << target_squad_id << ", "
<< "\"on_voip\": " << (on_voip ? "true" : "false") << ", "
<< "\"on_voip_com\": " << (on_voip_com ? "true" : "false") << ", "
<< "\"name\": \"" << soldier_name << "\""
<< "}";
identity = oidentity.str();
// End identity
// Copy camera direction vectors to avatar
for (int i = 0; i < 3; i++) {
avatar_front[i] = camera_front[i];
avatar_top[i] = camera_top[i];
}
return true;
}
static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) {
if (!initialize(pids, L"BF2142.exe")) // Retrieve game executable's memory address
return false;
RendDX9 = getModuleAddr(L"RendDX9.dll"); // Retrieve "RendDX9.dll" module's memory address
// This prevents the plugin from linking to the game in case something goes wrong during module's memory address
// retrieval.
if (!RendDX9)
return false;
// Check if we can get meaningful data from it
float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
std::wstring sidentity;
std::string scontext;
if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) {
return true;
} else {
generic_unlock();
return false;
}
}
static const std::wstring longdesc() {
return std::wstring(L"Supports Battlefield 2142 version 1.51."); // Plugin long description
}
static std::wstring description(L"Battlefield 2142 1.51"); // Plugin short description
static std::wstring shortname(L"Battlefield 2142"); // Plugin short name
static int trylock1() {
return trylock(std::multimap< std::wstring, unsigned long long int >());
}
static MumblePlugin bf2142plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
generic_unlock, longdesc, fetch };
static MumblePlugin2 bf2142plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &bf2142plug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &bf2142plug2;
}
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