#include #include #include #include #include #include #define _USE_MATH_DEFINES #include #include "../mumble_plugin.h" using namespace std; HANDLE h; BYTE *posptr; BYTE *rotptr; BYTE *stateptr; BYTE *hostptr; static DWORD getProcess(const wchar_t *exename) { PROCESSENTRY32 pe; DWORD pid = 0; pe.dwSize = sizeof(pe); HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); if (hSnap != INVALID_HANDLE_VALUE) { BOOL ok = Process32First(hSnap, &pe); while (ok) { if (wcscmp(pe.szExeFile, exename)==0) { pid = pe.th32ProcessID; break; } ok = Process32Next(hSnap, &pe); } CloseHandle(hSnap); } return pid; } static BYTE *getModuleAddr(DWORD pid, const wchar_t *modname) { MODULEENTRY32 me; BYTE *addr = NULL; me.dwSize = sizeof(me); HANDLE hSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, pid); if (hSnap != INVALID_HANDLE_VALUE) { BOOL ok = Module32First(hSnap, &me); while (ok) { if (wcscmp(me.szModule, modname)==0) { addr = me.modBaseAddr; break; } ok = Module32Next(hSnap, &me); } CloseHandle(hSnap); } return addr; } static bool peekProc(VOID *base, VOID *dest, SIZE_T len) { SIZE_T r; BOOL ok=ReadProcessMemory(h, base, dest, len, &r); return (ok && (r == len)); } static void about(HWND h) { ::MessageBox(h, L"Reads audio position information from Team Fortress 2 (Build 4057). IP:Port context without team discriminator.", L"Mumble TF2 Plugin", MB_OK); } static bool calcout(float *pos, float *rot, float *opos, float *front, float *top) { float h = rot[0]; float v = rot[1]; if ((v < -360.0f) || (v > 360.0f) || (h < -360.0f) || (h > 360.0f)) return false; h *= static_cast(M_PI / 180.0f); v *= static_cast(M_PI / 180.0f); // Seems TF2 is in inches. INCHES?!? opos[0] = pos[0] / 39.37f; opos[1] = pos[2] / 39.37f; opos[2] = pos[1] / 39.37f; front[0] = cos(v) * cos(h); front[1] = -sin(h); front[2] = sin(v) * cos(h); h -= static_cast(M_PI / 2.0f); top[0] = cos(v) * cos(h); top[1] = -sin(h); top[2] = sin(v) * cos(h); return true; } static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front, float *camera_top, string &context, wstring &identity) { for (int i=0;i<3;i++) avatar_pos[i] = avatar_front[i] = avatar_top[i] = 0; float ipos[3], rot[3]; bool ok; char state; char chHostStr[40]; wostringstream new_identity; ostringstream new_context; ok = peekProc(posptr, ipos, 12) && peekProc(rotptr, rot, 12) && peekProc(stateptr, &state, 1) && peekProc(hostptr, chHostStr, 40); if (!ok) return false; chHostStr[39] = 0; new_context << "" << "tf2" << "" << chHostStr << "" << ""; context = new_context.str(); /* TODO new_identity << "" << "" << "SAS" << "" << ""; identity = new_identity.str(); */ // Check to see if you are in a server if (state == 0 || state == 1 || state == 3) return true; // Deactivate plugin if (ok) { int res = calcout(ipos, rot, avatar_pos, avatar_front, avatar_top); if (res) { 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 res; } } return false; } static int trylock() { h = NULL; posptr = rotptr = NULL; DWORD pid=getProcess(L"hl2.exe"); if (!pid) return false; BYTE *mod=getModuleAddr(pid, L"client.dll"); if (!mod) return false; BYTE *mod_engine=getModuleAddr(pid, L"engine.dll"); if (!mod_engine) return false; h=OpenProcess(PROCESS_VM_READ, false, pid); if (!h) return false; // Check if we really have TF2 running /* position tuple: client.dll+0x5753d8 (x,y,z, float) orientation tuple: client.dll+0x4b691c (v,h float) ID string: client.dll+0x4eb30b = "teamJet@@" (9 characters, text) spawn state: client.dll+0x49db9c (0 when at main menu, 1 when spectator, 3 when at team selection menu, and 6 or 9 when on a team (depending on the team side and gamemode), byte) host string: engine.dll+0x3c8124 (ip:port zero-terminated string; localhost:27015 if create a server ingame) note that memory addresses in this comment are for example only; the real ones are defined below */ // Remember addresses for later posptr = mod + 0x5022D0; rotptr = mod + 0x502244; stateptr = mod + 0x4E7BCC; hostptr = mod_engine + 0x3C91A4; // Gamecheck char sMagic[9]; if (!peekProc(mod + 0x4F83E3, sMagic, 9) || strncmp("teamJet@@", sMagic, 9)!=0) return false; // Check if we can get meaningful data from it float apos[3], afront[3], atop[3]; float cpos[3], cfront[3], ctop[3]; wstring sidentity; string scontext; if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) return true; // If it failed clean up CloseHandle(h); h = NULL; return false; } static void unlock() { if (h) { CloseHandle(h); h = NULL; } return; } static const std::wstring longdesc() { return std::wstring(L"Supports TF2 build 4057. No context support yet."); } static std::wstring description(L"Team Fortress 2 (Build 4057)"); static std::wstring shortname(L"Team Fortress 2"); static MumblePlugin tf2plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, about, NULL, trylock, unlock, longdesc, fetch }; extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() { return &tf2plug; }