mumble/plugins/bf2/bf2.cpp
2016-08-11 23:31:15 +02:00

221 lines
6.2 KiB
C++

// 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 <https://www.mumble.info/LICENSE>.
#include "../mumble_plugin_win32_32bit.h"
using namespace std;
bool ptr_chain_valid = false;
// Modules
procptr32_t pmodule_bf2, pmodule_renddx9;
// Magic ptrs
procptr32_t const login_ptr = 0x30058642;
procptr32_t const state_ptr = 0x00A1D0A8;
// Vector ptrs
procptr32_t pos_ptr, face_ptr, top_ptr;
// Context ptrs
procptr32_t const ipport_ptr = 0x009A80B8;
// Identity ptrs
procptr32_t commander_ptr, squad_leader_ptr, squad_state_ptr, team_state_ptr;
inline bool resolve_ptrs() {
pos_ptr = face_ptr = top_ptr = commander_ptr = squad_leader_ptr = squad_state_ptr = team_state_ptr = NULL;
//
// Resolve all pointer chains to the values we want to fetch
//
procptr32_t base_bf2audio = pModule + 0x4645c;
procptr32_t base_bf2audio_2 = peekProc<procptr32_t>(base_bf2audio);
if (!base_bf2audio_2) return false;
pos_ptr = peekProc<procptr32_t>(base_bf2audio_2 + 0xb4);
face_ptr = peekProc<procptr32_t>(base_bf2audio_2 + 0xb8);
top_ptr = peekProc<procptr32_t>(base_bf2audio_2 + 0xbc);
if (!pos_ptr || !face_ptr || !top_ptr) return false;
/*
Magic:
Logincheck : 0x30058642 BYTE 0 means not logged in
state : 0x00A1D0A8 BYTE 0 while not in game
usually 1, never 0 if you create your own server ingame; this value will switch to 1 the instant you click "Join Game"
usually 3, never 0 if you load into a server; this value will switch to 3 the instant you click "Join Game"
Context:
IP:Port of server: 0x009A80B8 char[128] ip:port of the server
Identity:
Commander: RendDX9.dll+00244AE0 +0x60 -> + 0x110 BYTE 0 means not commander
Squad leader state: RendDX9.dll+00244AE0 + 0x60 -> + 0x111 BYTE 0 is not squad leader
Squad state: RendDX9.dll+00244AE0 + 0x60 -> 10C BYTE 0 is not in squad; 1 is in Alpha squad, 2 Bravo, ... , 9 India
Team state: BF2.exe+0058734C + 0x239 BYTE 0 is blufor (US team, for example), 1 is opfor (Insurgents)
*/
procptr32_t base_renddx9 = peekProc<procptr32_t>(pmodule_renddx9 + 0x00244AE0);
if (!base_renddx9) return false;
procptr32_t base_renddx9_2 = peekProc<procptr32_t>(base_renddx9 + 0x60);
if (!base_renddx9_2) return false;
commander_ptr = base_renddx9_2 + 0x110;
squad_leader_ptr = base_renddx9_2 + 0x111;
squad_state_ptr = base_renddx9_2 + 0x10C;
procptr32_t base_bf2 = peekProc<procptr32_t>(pmodule_bf2 + 0x0058734C);
if (!base_bf2) return false;
team_state_ptr = base_bf2 + 0x239;
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;
bool ok;
BYTE logincheck;
ok = peekProc(login_ptr, &logincheck, 1);
if (! ok)
return false;
if (logincheck == 0)
return false;
BYTE state;
ok = peekProc(state_ptr , &state, 1); // Magical state value
if (! ok)
return false;
if (state == 0) {
ptr_chain_valid = false;
context.clear();
identity.clear();
return true; // This results in all vectors beeing zero which tells Mumble to ignore them.
} else if (!ptr_chain_valid) {
if (!resolve_ptrs())
return false;
ptr_chain_valid = true;
}
char ccontext[128];
BYTE is_commander;
BYTE is_squad_leader;
BYTE is_in_squad;
BYTE is_opfor;
ok = peekProc(pos_ptr, avatar_pos, 12) &&
peekProc(face_ptr, avatar_front, 12) &&
peekProc(top_ptr, avatar_top, 12) &&
peekProc(ipport_ptr, ccontext, 128) &&
peekProc(commander_ptr, &is_commander, 1) &&
peekProc(squad_leader_ptr, &is_squad_leader, 1) &&
peekProc(squad_state_ptr, &is_in_squad, 1) &&
peekProc(team_state_ptr, &is_opfor, 1);
if (! ok)
return false;
/*
Get context string; in this plugin this will be an
ip:port (char 128 bytes) string
*/
ccontext[127] = 0;
if (ccontext[0] != '0') {
// With the current plugin ipport can switch to "0" sometimes.
// As this is only transitory and switches back quickly just
// keep on reporting the previous state as long as this happens.
ostringstream ocontext;
ocontext << "{ \"ipport\": \"" << ccontext << "\"}";
context = ocontext.str();
/*
Get identity string.
*/
wostringstream oidentity;
oidentity << "{"
<< "\"commander\":" << (is_commander ? "true" : "false") << ","
<< "\"squad_leader\":" << (is_squad_leader ? "true" : "false") << ","
<< "\"squad\":" << static_cast<unsigned int>(is_in_squad) << ","
<< "\"team\":\"" << (is_opfor ? "opfor" : "blufor") << "\""
<< "}";
identity = oidentity.str();
}
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<std::wstring, unsigned long long int> &pids) {
if (! initialize(pids, L"BF2.exe", L"BF2Audio.dll"))
return false;
pmodule_bf2 = getModuleAddr(L"BF2.exe");
if (!pmodule_bf2) return false;
pmodule_renddx9 = getModuleAddr(L"RendDX9.dll");
if (!pmodule_renddx9) 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)) {
return true;
} else {
generic_unlock();
return false;
}
}
static const std::wstring longdesc() {
return std::wstring(L"Supports Battlefield 2 v1.50");
}
static std::wstring description(L"Battlefield 2 v1.50");
static std::wstring shortname(L"Battlefield 2");
static int trylock1() {
return trylock(std::multimap<std::wstring, unsigned long long int>());
}
static MumblePlugin bf2plug = {
MUMBLE_PLUGIN_MAGIC,
description,
shortname,
NULL,
NULL,
trylock1,
generic_unlock,
longdesc,
fetch
};
static MumblePlugin2 bf2plug2 = {
MUMBLE_PLUGIN_MAGIC_2,
MUMBLE_PLUGIN_VERSION,
trylock
};
extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() {
return &bf2plug;
}
extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() {
return &bf2plug2;
}