mirror of
https://github.com/mumble-voip/mumble.git
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fixed memory addresses changed global variables to static changed how context is handled removed all calls to engine.dll module - we can get everything from client.dll nicely Wrapped context in JSON. Context passing is disabled when running localhost (loopback:0) server and when not in game (fixed - now only in state=0)
199 lines
6.6 KiB
C++
199 lines
6.6 KiB
C++
/* Copyright (C) 2012, dark_skeleton (d-rez) <dark.skeleton@gmail.com>
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Copyright (C) 2009-2012, Snares <snares@users.sourceforge.net>
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Copyright (C) 2005-2012, Thorvald Natvig <thorvald@natvig.com>
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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- Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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- Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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- Neither the name of the Mumble Developers nor the names of its
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contributors may be used to endorse or promote products derived from this
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software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "../mumble_plugin_win32.h"
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static BYTE *posrotptr;
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static BYTE *stateptr;
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static BYTE *hostptr;
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/*
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note that these are just examples of memory values, and may not be updated or correct
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position tuple: client.dll+0x... (x,y,z, float)
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orientation tuple: client.dll+0x... (v,h float)
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spawn state: client.dll+0x... (0 when at main menu, 1 when spectator, 3 when at team selection menu, and 6 or 9 when on a team (or 4,5,8 etc. depending on the team side and gamemode), byte)
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host string: client.dll+0x... (ip:port or loopback:0 when created own server or blank when not ingame)
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ID string: client.dll+0x... = "Demoman" (13 characters, text - somerhing that lets us know it's TF2 and not for example HL2)
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note that memory addresses in this comment are for example only; the real ones are defined below
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note: the spec_pos console command is rather useful
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note: so is the cl_showpos command
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NOTE: from my experience, using engine.dll module is a rather bad idea since it's very dynamic. And since we can get everything we need from client.dll, it is no longer required :)
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*/
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static bool calcout(float *pos, float *rot, float *opos, float *front, float *top) {
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float h = rot[0];
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float v = rot[1];
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if ((v < -360.0f) || (v > 360.0f) || (h < -360.0f) || (h > 360.0f))
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return false;
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h *= static_cast<float>(M_PI / 180.0f);
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v *= static_cast<float>(M_PI / 180.0f);
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// Seems TF2 is in inches. INCHES?!?
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opos[0] = pos[0] / 39.37f;
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opos[1] = pos[2] / 39.37f;
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opos[2] = pos[1] / 39.37f;
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// h rotation angle up-down, positive in down direction starting from x-axis
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// v rotation angle left-right, positive to the left starting from x-axis
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front[0] = cosf(h) * cosf(v);
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front[1] = -sinf(h);
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front[2] = cosf(h) * sinf(v);
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// sin(h - 1/2pi) = -cos(h) and cos(h - 1/2pi) = sin(h)
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top[0] = sinf(h) * cosf(v);
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top[1] = cosf(h);
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top[2] = sinf(h) * sinf(v);
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return true;
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}
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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*/) {
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for (int i=0;i<3;i++)
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avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
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bool ok;
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float posrot[5];
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char state;
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char chHostStr[21]; // We just need 21 [xxx.xxx.xxx.xxx:yyyyy]
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ok = peekProc(posrotptr, posrot) &&
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peekProc(stateptr, state) &&
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peekProc(hostptr, chHostStr);
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if (!ok)
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return false;
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std::string sHost(chHostStr);
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// Possible values of chHostStr:
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// xxx.yyy.zzz.aaa:ccccc (or shorter, e.g. x.y.z.a:cc - but it doesn't really change anything)
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// loopback:0 (when a local server is started)
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if (!sHost.empty())
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{
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if (sHost.find("loopback") == std::string::npos)
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{
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std::ostringstream newcontext;
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newcontext << "{\"ipport\": \"" << sHost << "\"}";
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context = newcontext.str();
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}
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}
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//TODO: Implement identity
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// Check to see if you are in a server and spawned
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if (state == 0 || state == 1 || state == 3) {
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if (state == 0) context = std::string(""); // clear context if not connected to server
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return true; // Deactivate plugin
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}
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ok = calcout(posrot, posrot+3, avatar_pos, avatar_front, avatar_top);
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if (ok) {
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for (int i=0;i<3;++i) {
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camera_pos[i] = avatar_pos[i];
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camera_front[i] = avatar_front[i];
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camera_top[i] = avatar_top[i];
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}
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return true;
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}
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return false;
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}
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static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {
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posrotptr = stateptr = hostptr = NULL;
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if (! initialize(pids, L"hl2.exe", L"client.dll"))
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return false;
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// Remember addresses for later
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posrotptr = pModule + 0x8F9334;
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stateptr = pModule + 0x869034;
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hostptr = pModule + 0x918044;
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// Gamecheck - check if we're looking at the right game
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char sMagic[7];
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if (!peekProc(pModule + 0x882CE2, sMagic) || strncmp("Demoman", sMagic, sizeof(sMagic))!=0)
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return false;
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// Check if we can get meaningful data from it
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float apos[3], afront[3], atop[3];
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float cpos[3], cfront[3], ctop[3];
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std::wstring sidentity;
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std::string scontext;
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if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) {
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return true;
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} else {
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generic_unlock();
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return false;
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}
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}
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static const std::wstring longdesc() {
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return std::wstring(L"Supports TF2 build 4934 with context. No identity support yet.");
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}
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static std::wstring description(L"Team Fortress 2 (Build 4934)");
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static std::wstring shortname(L"Team Fortress 2");
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static int trylock1() {
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return trylock(std::multimap<std::wstring, unsigned long long int>());
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}
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static MumblePlugin tf2plug = {
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MUMBLE_PLUGIN_MAGIC,
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description,
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shortname,
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NULL,
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NULL,
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trylock1,
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generic_unlock,
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longdesc,
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fetch
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};
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static MumblePlugin2 tf2plug2 = {
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MUMBLE_PLUGIN_MAGIC_2,
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MUMBLE_PLUGIN_VERSION,
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trylock
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};
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extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() {
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return &tf2plug;
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}
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extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() {
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return &tf2plug2;
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}
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