// 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; }