/* Copyright (C) 2010-2011, Snares Copyright (C) 2005-2011, Thorvald Natvig Copyright (C) 2011, Ryan Austin Copyright (C) 2012, Bojan Hartmann All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. - Neither the name of the Mumble Developers nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "../mumble_plugin_win32.h" static bool ptr_chain_valid = false; // Magic ptrs static BYTE* const state_ptr = (BYTE *) 0x238ABDC; // Vector ptrs static BYTE* const avatar_pos_ptr = (BYTE *) 0x0238AB70; static BYTE* const avatar_front_ptr = (BYTE *) 0x0238ABA0; static BYTE* const avatar_top_ptr = (BYTE *) 0x0238AB90; // Context ptrs static BYTE* const ipport_ptr = (BYTE *) 0x0235DB90; // Identity ptrs static BYTE *team_state_ptr; static BYTE *squad_state_ptr; static BYTE *squad_lead_state_ptr; // Offsets static const int base_offset = 0x01EF25C4; static const int identity_offset1 = 0x1C; static const int identity_offset2 = 0xBC; static const int identity_offset3 = 0x36C; static const int identity_offset4 = 0x8; static const int squad_state_offset = 0x104; static const int squad_lead_state_offset = 0x108; static const int team_state_offset = 0x31C; enum state_values { STATE_UNKN = 0, STATE_LOADING = 1, STATE_IN_GAME = 2, STATE_IN_MENU = 3 }; inline bool resolve_ptrs() { team_state_ptr = squad_state_ptr = squad_lead_state_ptr = NULL; /* Analysis for future patches: - state_ptr is always 0x6C after avatar_pos_ptr - avatar_front_ptr is always 0x30 after avatar_pos_ptr - avatar_top_ptr is always 0x20 after avatar_pos_ptr - you can find avatar_pos_ptr easily by jumping in a jet/heli and look at the altitude indicator - for squad/team/squad lead pointers, search for your name - name address - 0x20 = squad lead(1=yes/0=no) - squad lead - 0x4 = squad number(1=alpha etc) - squad number - 0x150 = team number(1=US,2=RU) */ /* Magic: state : 0x238ABDC BYTE 1 when playing 2 while in menu/dead Context: IP:Port of server: 0x0235DB90 char[128] ip:port of the server Identity: Squad state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x36C + 0x8 + 0x104 BYTE 0 is not in squad; 1 is in Alpha squad, 2 Bravo, ... , 9 India SLead state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x36C + 0x8 + 0x108 BYTE 0 is not lead; 1 is lead Team state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x31C BYTE 1 is blufor (US team, for example), 2 is opfor (RU), 0 is probably upcoming spec mode */ BYTE *base_bf3 = peekProc(pModule + base_offset); if (!base_bf3) return false; BYTE *offset_ptr1 = peekProc(base_bf3 + identity_offset1); if (!offset_ptr1) return false; BYTE *offset_ptr2 = peekProc(offset_ptr1 + identity_offset2); if (!offset_ptr2) return false; BYTE *offset_ptr3 = peekProc(offset_ptr2 + identity_offset3); if (!offset_ptr3) return false; BYTE *offset_ptr4 = peekProc(offset_ptr3 + identity_offset4); if (!offset_ptr4) return false; squad_state_ptr = offset_ptr4 + squad_state_offset; squad_lead_state_ptr = offset_ptr4 + squad_lead_state_offset; team_state_ptr = offset_ptr2 + team_state_offset; return true; } 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; char ccontext[128]; char state; BYTE squad_state; BYTE is_squadleader; BYTE team_state; bool ok; ok = peekProc(state_ptr, &state, 1); // State value if (! ok) return false; if (state != STATE_IN_GAME && state != STATE_IN_MENU) { ptr_chain_valid = false; context.clear(); identity.clear(); return true; } else if (!ptr_chain_valid) { if (!resolve_ptrs()) return false; ptr_chain_valid = true; } ok = peekProc(avatar_pos_ptr, avatar_pos, 12) && peekProc(avatar_front_ptr, avatar_front, 12) && peekProc(avatar_top_ptr, avatar_top, 12) && peekProc(squad_state_ptr,&squad_state,1) && peekProc(squad_lead_state_ptr, &is_squadleader,1) && peekProc(team_state_ptr,&team_state,1) && peekProc(ipport_ptr,ccontext,128); if (! ok) return false; ccontext[sizeof(ccontext) - 1] = 0; if (ccontext[0] != '0') { std::ostringstream ocontext; ocontext << "{ \"ipport\": \"" << ccontext << "\" }"; context = ocontext.str(); /* Get identity string. */ std::wostringstream oidentity; oidentity << "{" << "\"squad\":" << static_cast(squad_state) << "," << "\"squad_leader\":" << (is_squadleader ? "true" : "false") << ","; if (team_state == 0) oidentity << "\"team\": \"SPEC\""; else if (team_state == 1) oidentity << "\"team\": \"US\""; else if (team_state == 2) oidentity << "\"team\": \"RU\""; oidentity << "}"; identity = oidentity.str(); } // Flip our 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]; avatar_front[0] = -avatar_front[0]; avatar_top[0] = -avatar_top[0]; for (int i=0;i<3;i++) { camera_pos[i] = avatar_pos[i]; camera_front[i] = avatar_front[i]; camera_top[i] = avatar_top[i]; } return ok; } static int trylock(const std::multimap &pids) { if (! initialize(pids, L"bf3.exe")) return false; float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3]; std::string context; std::wstring identity; if (!fetch(apos, afront, atop, cpos, cfront, ctop, context, identity)) { generic_unlock(); return false; } return true; } static const std::wstring longdesc() { return std::wstring(L"Supports Battlefield 3 with context and identity support."); } static std::wstring description(L"Battlefield 3 v1147186 - Endgame"); static std::wstring shortname(L"Battlefield 3"); static int trylock1() { return trylock(std::multimap()); } static MumblePlugin bf3plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, NULL, NULL, trylock1, generic_unlock, longdesc, fetch }; static MumblePlugin2 bf3plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock }; extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() { return &bf3plug; } extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() { return &bf3plug2; }