// Copyright 2005-2016 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_x86.h" // Include standard plugin header. #include "../mumble_plugin_utils.h" // Include plugin header for special functions, like "escape". procptr32_t serverid_steamclient, player_engine; // BYTE values to contain modules addresses 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; } // Boolean value to check if game addresses retrieval is successful bool ok; // Create containers to stuff our raw data into, so we can convert it to Mumble's coordinate system float avatar_pos_corrector[3], camera_pos_corrector[3], avatar_front_corrector[3], avatar_top_corrector[3]; // Char values for extra features char serverid[22], host[22], servername[50], map[30], player[33]; // State BYTE state; // Peekproc and assign game addresses to our containers, so we can retrieve positional data ok = peekProc(pModule + 0x06ACBD5, &state, 1) && // Magical state value: 0 or 255 when in main menu and 1 when in-game. peekProc(pModule + 0x06B9E1C, avatar_pos_corrector, 12) && // Avatar Position values (X, Z and Y). peekProc(pModule + 0x0774B98, camera_pos_corrector, 12) && // Camera Position values (X, Z and Y). peekProc(pModule + 0x0774BF8, avatar_front_corrector, 12) && // Front vector values (X, Z and Y). peekProc(pModule + 0x0774C28, avatar_top_corrector, 12) && // Top vector values (Z, X and Y). peekProc(serverid_steamclient, serverid) && // Unique server Steam ID. peekProc(pModule + 0x0772B24, host) && // Server value: "IP:Port" (xxx.xxx.xxx.xxx:yyyyy) when in a remote server, "loopback:0" when on a local server and empty when not playing. peekProc(pModule + 0x0772D2C, servername) && // Server name. peekProc(pModule + 0x0772C28, map) && // Map name. peekProc(player_engine, player); // Player nickname. // This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses. if (! ok) return false; // State if (state != 1) { // 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. } // Begin context 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. escape(serverid); std::ostringstream ocontext; if (strcmp(serverid, "") != 0) { ocontext << " {\"Server ID\": \"" << serverid << "\"}"; // Set context with IP address and port } context = ocontext.str(); // End context // Begin identity std::wostringstream oidentity; oidentity << "{"; // Host 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. escape(host); if (strcmp(host, "") != 0 && strstr(host, "loopback") == NULL) { // Only include host (IP:Port) if it is not empty and does not include the string "loopback" (which means it's a local server). oidentity << std::endl; oidentity << "\"Host\": \"" << host << "\","; // Set host address in identity. } else { oidentity << std::endl << "\"Host\": null,"; } // Server name servername[sizeof(servername)-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. escape(servername); if (strcmp(servername, "") != 0) { oidentity << std::endl; oidentity << "\"Server name\": \"" << servername << "\","; // Set server name in identity. } else { oidentity << std::endl << "\"Server name\": null,"; } // Map map[sizeof(map)-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. escape(map); if (strcmp(map, "") != 0) { oidentity << std::endl; oidentity << "\"Map\": \"" << map << "\","; // Set map name in identity. } else { oidentity << std::endl << "\"Map\": null,"; } // Player player[sizeof(player)-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. escape(player); if (strcmp(player, "") != 0) { oidentity << std::endl; oidentity << "\"Player\": \"" << player << "\","; // Set player nickname in identity. } else { oidentity << std::endl << "\"Player\": null"; } oidentity << std::endl << "}"; identity = oidentity.str(); // End identity /* Mumble | Game X | X Y | Z Z | Y */ avatar_pos[0] = avatar_pos_corrector[0]; avatar_pos[1] = avatar_pos_corrector[2]; avatar_pos[2] = avatar_pos_corrector[1]; camera_pos[0] = camera_pos_corrector[0]; camera_pos[1] = camera_pos_corrector[2]; camera_pos[2] = camera_pos_corrector[1]; avatar_front[0] = avatar_front_corrector[0]; avatar_front[1] = avatar_front_corrector[2]; avatar_front[2] = avatar_front_corrector[1]; avatar_top[0] = avatar_top_corrector[0]; avatar_top[1] = avatar_top_corrector[2]; avatar_top[2] = avatar_top_corrector[1]; // Convert from inches to meters and sync camera vectors with avatar ones for (int i=0;i<3;i++) { avatar_pos[i]/=39.37f; camera_pos[i]/=39.37f; 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"left4dead2.exe", L"client.dll")) { // Link the game executable return false; } procptr32_t steamclient=getModuleAddr(L"steamclient.dll"); // Link "steamclient.dll" module // This prevents the plugin from linking to the game in case something goes wrong during module linking. if (!steamclient) return false; serverid_steamclient = steamclient + 0x09888ED; // Module + Server ID offset procptr32_t engine=getModuleAddr(L"engine.dll"); // // Link "engine.dll" module // This prevents the plugin from linking to the game in case something goes wrong during module linking. if (!engine) return false; player_engine = engine + 0x06795D1; // Module + Player offset // 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 Left 4 Dead 2 version 2.1.4.6 with context and identity support."); // Plugin long description } static std::wstring description(L"Left 4 Dead 2 (v2.1.4.6)"); // Plugin short description static std::wstring shortname(L"Left 4 Dead 2"); // Plugin short name static int trylock1() { return trylock(std::multimap()); } static MumblePlugin l4d2plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, NULL, NULL, trylock1, generic_unlock, longdesc, fetch }; static MumblePlugin2 l4d2plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock }; extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() { return &l4d2plug; } extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() { return &l4d2plug2; }