diff --git a/plugins/bf4/bf4.cpp b/plugins/bf4/bf4.cpp new file mode 100644 index 000000000..3ed571dcb --- /dev/null +++ b/plugins/bf4/bf4.cpp @@ -0,0 +1,242 @@ +// Copyright 2016 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 . + +#include "../mumble_plugin_win32.h" +#include + +std::string jsonStringEscape(const std::string &input) { + std::string output(input); + std::replace(output.begin(), output.end(), '"', ' '); // Replace '"' character with ' ' (space) + return output; +} + +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) { + 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; + } + + bool ok, state; + char serverid[37], host[22], team[3]; + BYTE squad, squad_leader; + + // Server ID pointers + BYTE *serverid_base = peekProc(pModule + 0x02210658); + if (!serverid_base) return false; + BYTE *serverid_offset_0 = peekProc(serverid_base + 0x18); + if (!serverid_offset_0) return false; + BYTE *serverid_offset_1 = peekProc(serverid_offset_0 + 0x28); + if (!serverid_offset_1) return false; + BYTE *serverid_offset = peekProc(serverid_offset_1 + 0x350); + if (!serverid_offset) return false; + + // Squad pointers + BYTE *squad_base = peekProc(pModule + 0x02210D68); + if (!squad_base) return false; + BYTE *squad_offset_0 = peekProc(squad_base + 0x570); + if (!squad_offset_0) return false; + BYTE *squad_offset_1 = peekProc(squad_offset_0 + 0x100); + if (!squad_offset_1) return false; + BYTE *squad_offset_2 = peekProc(squad_offset_1 + 0x58); + if (!squad_offset_2) return false; + + // Peekproc and assign game addresses to our containers, so we can retrieve positional data + ok = peekProc((BYTE *) pModule + 0x21CAFF0, &state, 1) && // Magical state value: 0 when in-game and 1 when in menu/dead. + peekProc((BYTE *) pModule + 0x21C6D40, avatar_pos, 12) && // Avatar Position values (X, Y and Z). + peekProc((BYTE *) pModule + 0x21CAF80, camera_pos, 12) && // Camera Position values (X, Y and Z). + peekProc((BYTE *) pModule + 0x21CAF60, avatar_top, 12) && // Avatar Top Vector values (X, Y and Z). + peekProc((BYTE *) pModule + 0x21CAF70, avatar_front, 12) && // Avatar Front Vector values (X, Y and Z). + peekProc((BYTE *) serverid_offset, serverid) && // Server ID (36 characters). + peekProc((BYTE *) pModule + 0x21B80C0, host) && // Host value: "IP:Port" when in a server, "bot" when loading and empty when it's hidden. + peekProc((BYTE *) pModule + 0x24AFAE5, team) && // Team value: US (United States); RU (Russia); CH (China). + peekProc((BYTE *) squad_offset_2 + 0x230, squad) && // Squad value: 0 (not in a squad); 1 (Alpha); 2 (Bravo); 3 (Charlie)... 26 (Zulu). + peekProc((BYTE *) squad_offset_2 + 0x234, squad_leader); // Squad leader value: 1 (True); 2 (False). + + // This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses. + if (! ok) { + return false; + } + + if (state) { // If not in-game + context.clear(); // Clear context + identity.clear(); // Clear identity + // Set vectors values to 0. + 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; + } + + return true; // This tells Mumble to ignore all vectors. + } + + serverid[sizeof(serverid)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances. + std::string ServerID(serverid); + ServerID = jsonStringEscape(ServerID); // Replace '"' character with ' ' (space) to prevent JSON break. + std::ostringstream ocontext; + ocontext << " {\"Server ID\": \"" << ServerID << "\"}"; // Set context with server ID + context = ocontext.str(); + + std::wostringstream oidentity; + oidentity << "{"; + host[sizeof(host)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances. + std::string Host(host); + Host = jsonStringEscape(Host); + if (Host.find("bot") == std::string::npos) // Set host string as empty if "bot" is found in it. + if (!Host.empty()) { + oidentity << std::endl << "\"Host\": \"" << host << "\","; // If it's not empty, set Host (IP:Port) in identity. + } + + team[sizeof(team)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances. + std::string Team(team); + Team = jsonStringEscape(Team); + if (!Team.empty()) { + oidentity << std::endl; + if (Team == "US") + oidentity << "\"Team\": \"United States\","; // If team value is US, set "United States" as team in identity. + else if (Team == "CH") + oidentity << "\"Team\": \"China\","; // If team value is CH, set "China" as team in identity. + else if (Team == "RU") + oidentity << "\"Team\": \"Russia\","; // If team value is RU, set "Russia" as team in identity. + } + + // If squad value is in a value between 1 and 26, set squad name in identity using NATO Phonetic alphabet. + if (squad > 0 && squad < 27) { + if (squad == 1) + oidentity << std::endl << "\"Squad\": \"Alpha\","; + else if (squad == 2) + oidentity << std::endl << "\"Squad\": \"Bravo\","; + else if (squad == 3) + oidentity << std::endl << "\"Squad\": \"Charlie\","; + else if (squad == 4) + oidentity << std::endl << "\"Squad\": \"Delta\","; + else if (squad == 5) + oidentity << std::endl << "\"Squad\": \"Echo\","; + else if (squad == 6) + oidentity << std::endl << "\"Squad\": \"Foxtrot\","; + else if (squad == 7) + oidentity << std::endl << "\"Squad\": \"Golf\","; + else if (squad == 8) + oidentity << std::endl << "\"Squad\": \"Hotel\","; + else if (squad == 9) + oidentity << std::endl << "\"Squad\": \"India\","; + else if (squad == 10) + oidentity << std::endl << "\"Squad\": \"Juliet\","; + else if (squad == 11) + oidentity << std::endl << "\"Squad\": \"Kilo\","; + else if (squad == 12) + oidentity << std::endl << "\"Squad\": \"Lima\","; + else if (squad == 13) + oidentity << std::endl << "\"Squad\": \"Mike\","; + else if (squad == 14) + oidentity << std::endl << "\"Squad\": \"November\","; + else if (squad == 15) + oidentity << std::endl << "\"Squad\": \"Oscar\","; + else if (squad == 16) + oidentity << std::endl << "\"Squad\": \"Papa\","; + else if (squad == 17) + oidentity << std::endl << "\"Squad\": \"Quebec\","; + else if (squad == 18) + oidentity << std::endl << "\"Squad\": \"Romeo\","; + else if (squad == 19) + oidentity << std::endl << "\"Squad\": \"Sierra\","; + else if (squad == 20) + oidentity << std::endl << "\"Squad\": \"Tango\","; + else if (squad == 21) + oidentity << std::endl << "\"Squad\": \"Uniform\","; + else if (squad == 22) + oidentity << std::endl << "\"Squad\": \"Victor\","; + else if (squad == 23) + oidentity << std::endl << "\"Squad\": \"Whiskey\","; + else if (squad == 24) + oidentity << std::endl << "\"Squad\": \"X-ray\","; + else if (squad == 25) + oidentity << std::endl << "\"Squad\": \"Yankee\","; + else if (squad == 26) + oidentity << std::endl << "\"Squad\": \"Zulu\","; + if (squad_leader == 1) + oidentity << std::endl << "\"Squad leader\": true"; // If squad leader value is true, set squad leader state to "True" in identity. + else + oidentity << std::endl << "\"Squad leader\": false"; // If squad leader value is false, set squad leader state to "False" in identity. + } else { + oidentity << std::endl << "\"Squad\": null,"; // If squad value isn't between 1 and 26, set squad state to "null" in identity. + oidentity << std::endl << "\"Squad leader\": null"; // If not in a squad, set squad leader state to "null" in identity. + } + + oidentity << std::endl << "}"; + identity = oidentity.str(); + + // Flip the front vector + for (int i=0;i<3;i++) { + avatar_front[i] = -avatar_front[i]; + } + + // Convert from right to left handed + avatar_pos[0] = -avatar_pos[0]; + camera_pos[0] = -camera_pos[0]; + avatar_front[0] = -avatar_front[0]; + avatar_top[0] = -avatar_top[0]; + + // Sync camera front and top vectors with avatar ones + for (int i=0;i<3;i++) { + camera_front[i] = avatar_front[i]; + camera_top[i] = avatar_top[i]; + } + + return true; +} + +static int trylock(const std::multimap &pids) { + + if (! initialize(pids, L"bf4.exe")) { // Link the game executable + 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 4 with context and identity support."); // Plugin long description +} + +static std::wstring description(L"Battlefield 4 (x64) version 1.7.2.45672"); // Plugin short description +static std::wstring shortname(L"Battlefield 4"); // Plugin short name + +static int trylock1() { + return trylock(std::multimap()); +} + +static MumblePlugin bf4plug = { + MUMBLE_PLUGIN_MAGIC, + description, + shortname, + NULL, + NULL, + trylock1, + generic_unlock, + longdesc, + fetch +}; + +static MumblePlugin2 bf4plug2 = { + MUMBLE_PLUGIN_MAGIC_2, + MUMBLE_PLUGIN_VERSION, + trylock +}; + +extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() { + return &bf4plug; +} + +extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() { + return &bf4plug2; +} diff --git a/plugins/bf4/bf4.pro b/plugins/bf4/bf4.pro new file mode 100644 index 000000000..2cbda3cbd --- /dev/null +++ b/plugins/bf4/bf4.pro @@ -0,0 +1,5 @@ +include(../plugins.pri) + +TARGET = bf4 +SOURCES = bf4.cpp +LIBS += -luser32